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COMPLETE GUIDE TO OVER 200 JUMBO HARD DRIVES! 


COMPUTE 


JULY 1991 


TIPS FOR TECH SUPP 
"THE BODY SILICON 
ROBOTS IN THE LINE OF FI 


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I U2Tyoi Ss 


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_with many popular computers. 
Circle Reader Service Number 143 ces 


64/128 VIEW 


T OM 


NES Tt (SSE 


n the recent Readership Survey, I 
asked you how you use your com- 
puters. Personal home finances, 
games, education, and word pro- 
cessing are the big four computing ac- 
tivities among Gazette readers. 
Programming and using databases 
and other application programs for 
home or office also are popular. 

Some of you went into detail 
about how your 64 or 128 plays an 
important part in your daily activities. 
One reader in Maine had quite a list: 
letters, labels, budget on a spread- 
sheet, stamp inventory, household in- 
ventory, name-and-address databases, 
family newsletter, games, family tree, 
greeting cards, horoscopes, bio- 
rhythms, amortization schedules, and 
Christmas name tags with a graphic 
clue as to the contents of the package. 
“With all this and more, who needs 
an Amiga?” he asked. 

A reader from Kansas City, Mis- 
souri, who’s employed by a large 
greeting card company uses three 128s 
and nine disk drives at home to sup- 
port his work at the office. GEOS han- 
dles about 99 percent of his chores. 

We received surveys from all 
across the country, Mexico, and Cana- 
da, plus a good number from Austral- 
ia and New Zealand, A subscriber in 
Sweden had trouble finding software 
for his 128 until he discovered Ga- 
zette and started buying items by mail. 
He uses his computer to keep track of 
the addresses of friends and relatives 
and members of his radio club. He 
says his 128 is also useful for creating 
party and fox-hunting invitations. 

A good many use the 64 for inter- 
esting and unusual applications. One 
Canadian reader uses his to pick lot- 
tery numbers, although he didn’t say 
if it helped select winning numbers. 
Another reader has two 64s at work 
connected to a magnetic-strip reader 
that controls the electronic locks on 
two doors. These security-conscious 
computers have been on the job 24 
hours a day since 1985. 

If you put your 64 or 128 to an 
unusual use, why not tell us about it? 
Describe your application in 500 


words or less and send it to me on 
disk (Commodore ASCII) or printed 
double-spaced. I’ll print the more in- 
teresting items in this column or ina 
separate article. Be sure to include 
your name, address, and telephone 
number, preferably one where you can 
be reached during the day. Send them 
to Gazette Editor, COMPUTE Publi- 
cations, 324 West Wendover Avenue, 
Suite 200, Greensboro, North Caroli- 
na 27408. 

In the survey, I also asked you 
what you'd like to see in Gazette in 
the way of articles and programs. 
Your suggestions covered everything 
from more beginner material to more 
advanced programming information. 
Some wanted more games, while oth- 
ers asked for anything but games. Re- 
quests covered the software spectrum. 

Games are popular, but many of 
you want more application software. 
You want programs that will make 
your life simpler, tackle some job 
around the home or office, or control 
appliances. There were many requests 
for programs that you could use with 
hobbies, such as amateur radio, pho- 
tography, or baseball cards. 

In June we published CoilCalc, a 
CAD program for designing coils for 
electronic circuits. We liked CoilCalc 
but felt it would appeal only to ham 
radio operators. I would appreciate 
your comments on this type of pro- 
gram. Should we publish similar niche 
applications or stick to programs with 
more universal appeal? 

GEOS is another area of strong 
interest. Since many of you asked for 
GEOS-related programs and articles, 
I’m seeking qualified writers and pro- 
grammers to supply material. Several 
GEOS columns are already in the 
works and should be ready soon. 

Here’s your chance, program- 
mers. Games, GEOS programs, and 
application software for the 64—and 
especially the 128—are in big de- 
mand. Send your programs, with in- 
structions printed out and saved on 
disk, to Gazette Submissions Review- 
er at the above address. We want to 
purchase and publish your programs. O 


JU Lay, 


CONTENTS 


64/128 View G-1 
TOM NETSEL 
How do you put your 64/128 


to use around the home or 
office? Write and share your 
interesting and unusual uses 
with other Gazette readers. 


News & Notes G-2 
EDITORS 
New products for GEOS, new 


features on Quantum Link. 


Spotlight on Adventure G-6 
RUSS CECCOLA 

Magical kingdoms and mysti- 
cal creatures await stalwart 
players of adventure games. 


Reviews G-12 
REVIEWERS 

Teenage Mutant Ninja Turtles, 
Printed Circuit Board-64, 
Blockout, and Double Dribble. 


Feedback G-16 
EDITORS and READERS 
Converting SpeedScript files 

for Amiga, screen dumps, 


Jiffy DOS, and more. 
Programmer’s Page  G-19 
RANDY THOMPSON 
Machine Language G-20 
JIM BUTTERFIELD 

Beginner BASIC G-22 
LARRY COTTON 
‘D’lversions G-24 
FRED D’IGNAZIO 
TYPE-INPROGRAMS G-25 
Moons of Jupiter G-25 
Noah's Arc G-27 
Miner G-30 
Dungeon Trials G-34 
Meteor Math G-37 

1991 COMPUTE G41 


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NEWS & NOTES 


What’s New 
on Q-Link? 


Interactive game players and casino 
fans have something new to check out 
on Quantum-Link. Puzzler is a word 
game for two to four players. Contes- 
tants spin a slot machine and guess 
the letters in a puzzle that appears on 
the tile board. Correct guesses cause 
the corresponding tiles to turn, reveal- 
ing their location. The object of the 
game is to solve the puzzle before 
your opponents do and to earn as 
many points as possible in the 
process. 

Players appear as animated con- 
testants behind podiums. Online and 
offline character editors are available 
for Q-Link members to design and ani- 
mate their own contestants. They can 
also create and submit their own puz- 
zles for inclusion in the game’s 
database. 

Puzzler, Puzzle Editor, and Con- 
testant Editor can all be downloaded 
from the Backstage Puzzler support 
area in Just for Fun. Other information 
and instructions can be found there, 
also. 

Q-Link has also added enhance- 
ments to its four popular casino 
games. These new tools give the casi- 
No staff the opportunity to change the 
stakes in Blackjack, Poker, Bingo, and 
Slots. In addition, they have two new 
options in Bingo—the new Cover All 
game, where the entire card must be 
covered, or the standard Straight Line 
play. 

In order to make distinctions be- 
tween the kinds of games being 
played and the amount of Q-Chips 
needed to register or ante, check the 
color of the background screen or the 
dealer's hand. Various screen colors 
identify the different games and 
amounts. Check with Q-Link for com- 
plete details. 

Quantum-Link (8619 Westwood 
Center Drive, Vienna, Virginia 22182; 
703-448-8700) is a Commodore 
64/128-specific online service. 


Tee Up! 


Are you an average golfer aware of your imperfections? If so, then check out 
Personal Pro ($39.95) from MicroLeague Sports (2201 Drummond Plaza, New- 
ark, Delaware 19711-5711). 

This interactive instructional golf package, which is due out in October, ana- 
lyzes, diagnoses, and corrects your problem areas. Personal Pro displays ani- 
mated diagrams of problems and solutions, records a file of your personal golf 
history, and prints out problem/solution checklists that you can take with you to 
the course or practice tee. 

Unlike ordinary golfing manuals and instructional videos that try to teach you 
how to build a perfect swing—someone else’s swing—Personal Pro is designed 
for the average golfer. It reviews the mistakes of each round and offers instant 
advice on how to correct them. Handicapping disks will also be available. 


Hummingbird 


Hummingbird by Robert Woodall of Rural Hall, 
North Carolina, is this disk’s Picture of the Month. 


Each month Gazette Disk features a collection of the best 64/128 artwork 
submitted by our readers. We pay $50 for each piece of art we accept for 
“Gazette Gallery” and an extra $50 for the one selected as Picture of the 
Month. Send original art to Gazette Gallery, COMPUTE Publications, 324 
West Wendover Avenue, Suite 200, Greensboro, North Carolina 27408. 


G2 COMPUTE UTE 4 


Woe ee 


WE INVITE CORPORATE & EDUCATIONAL CUSTOMERS 
DISCOUNTS FOR QUANTITY ORDERS 
RUSH, 2ND DAY & NEXT DAY AIR SERVICE AVAILABLE! 


M/OjN/T/G/OjMJE|R} Y} |G [RJAJN| The: 


iC=Commodore: ohCe 


Includes: 
Quantum Link Software 
One Joystick 


C=Commodore’ 128 = d=. 


C-128D w/Built-in Disk Drive 
Includes 1 FREE Game 


TEST PILOT |64C COMPLETE) 64C€ COLOR 


(a $19.95 Value) 
PACKAGE PACKAGE PACKAGE 
Commodore 64C Commodore 64C Commodore 64C 
ecomeltay sere Computer Computer 
Disk Dive Commodore 1541 Commodore 1541 
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128D COMPLETE 128D DELUXE Quantum Link ie eae Printer a Secon 
Software " Monitor ‘olor Monitor 
pPbelteldatel es Be Keeper leo PACKAGES THCTLDES: aoe ok ite ak 
with Bullt-in Disk Drive with Built-in Disk Drive fennel rate ETO IE) 
80 Column Printer RGB Color Monitor ania Crazy Cale 
12" Monitor 80 Column Printer 


FREE Game (a $19.95 Value) FREE Game (a $19.95 Value) 


COMMODORE 


WE CAN RECONFIGURE ANY OF OUR COMPUTER 
PACKAGES TO YOUR SPECIFICATIONS. CALL FOR DETAILS! 
PRINTER STAR PANASONIC 


NX+1000C.nannsnen.$1 66,08 
SPECIALS  ¥x-1000¢ Raintow.$195.95 
> NX+100f ronnnnn $158.08 
NX-1020Rainbow.....$195.95 
NX-2420, $279.95 COMMODORE 
NX-2420 Rainbow....$299,95 MPS-1270 Inkjet....$159.95 


MAGNAVOX 13" COLOR MAGNAVOX 13" COLOR 
RGB/COMPOSITE MONITOR COMPOSITE MONITOR 


ce Sornattla)” 128, Amiga (64, 64¢ Compatible) 
COLOR’ “OPTION” kits. 
: COMMODORE 154111 COMMODORE 1571 


SANYO PR-3000 
Daisy Wheel Letter Quality 
Printer 


DISK DRIVE DISK DRIVE 


COMMODORE 1084 1750 CLONE 
MONITOR RAM EXPANSION 


OTHER ACCESSORIES FOR YOUR COMMODORE COMPUTER AVAILABLE 


IBM 
Compact, 80 Column Thermal 
Printer 


bate 
IMMOOORE 
INTERFACE 


PERIPHERALS FOR COMMODORE 


APROTEK 2400 Baud Modem for 64/128. TEN 95 64, 64C Power Suppl $29.95 

[95 COMMODORE 1351 Nate 
INKWELL LIGHT PEN. $45.95 
SUPER SNAPSHOT 5. 
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COMMODORE 1660 Modem... $14.95 XETEC S. Graphix Sr. Interfac 
COMMODORE 1670 Modem... $79.95 — Micro C-128 Power Supply. 
XETEC LT. KERNAL 20MB HARD DRIVE FOR 64, 121 
XETEC LT. KERNAL 40MB HARD DRIVE FOR 64, 12% 
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NEWS & NOTES 


Color Me Ninja 


Those turtles are back! Merit Software (13635 Gamma Road, Dallas, Texas 
75244) has released Teenage Mutant Ninja Turtles’ World Tour ($14.95). This 
Electronic Crayon Deluxe release contains 30 pictures of those reinforced rep- 
tiles visiting famous world landmarks such as the Statue of Liberty, Mount Rush- 
more, and Stonehenge. 

Children can color each picture again and again. They can also print ban- 
ners, as well as posters and calendars, of their favorite turtle scenes. 


Bible Study 


SOGWAP Software (115 Bellmont Road, Decatur, Indiana 46733) is now ship- 
ping Bible Search version 3.1 ($79.95) for the 64 and 128. Bible Search is de- 
signed for general Bible study and in-depth Bible research. Its versatile search 
option can find any word or verse in the Bible in five seconds or less using a 
1541. No hard disk or additional RAM is required for this fast performance. 

Bible Search comes on seven double-sided disks with both 64 and 128 pro- 
grams. Nearly 4.5 megabytes of Old and New Testament ASCII text has been 
compressed and indexed for use. 

Other features include instant spelling check of the entire word list of more 
than 12,800 words. Search features include pattern matching, plus AND, OR, 
and NOT Boolean operators. Text can be displayed and scrolled in any direction. 
Printer and disk output are available for any verse. Disk output produces stand- 
ard sequential text files for use with word-processing programs. 

Bible Search is available in either the Authorized King James Version or the 
New International Version. It includes programs for the 64 and 128, a user's 
guide, and a disk storage case. 


Trouble with a Capital B 


UBI SOFT and Electronic Arts (1820 Gateway Drive, San Mateo, California 
94404) have released B.A.T., which stands for the Bureau of Astral Trouble- 
shooters. You become one of the bureau's agents as you try to save the planet 
Selenia's only city, Terrapolis, from extinction. 

Vrangor, a top scientist, and Mergio, a small-time crook, have announced 
their intention to set off bacterial bombs all over the city. This ultimatum leaves 
the government only ten days to evacuate the city and draw up a deed of owner- 
ship in Vrangor's name. Selenia contains vital energy matter that makes space 
travel possible. It's up to you to try to foil Vrangor’s evil plans. 

In this game, which comes on two double-sided disks, you can visit more 
than 1100 different locations, including discos, gunsmiths, restaurants, arcades, 
and parks. You can also program a computer implanted in your arm to under- 
stand extraterrestrial languages or to warn you when enemy robots approach. 
Create your own character or select one ready to go into action. You can also pi- 
lot the DRAG, a genuine flight simulator, across the planet's desert. 


New Distributor 


The DMBBS bulletin board program for the 64 or 128, formerly owned and dis- 
tributed by ARTISoft, is now owned and distributed by A & C Enterprises, P.O. 
Box 71, Beachwood, New Jersey 08722-0071; (908) 349-9187 (voice), (908) 341- 
less (BBS). 


How McFly 
Times 


You won't need a DeLorean to take 
Marty McFly and Doc back and forth 
through time in this game. With a little 
help from Konami (900 Deerfield Park- 
way, Buffalo Grove, Illinois 60089), all 
you'll need is Back to the Future II 
($29.95) and your 64. 

Go back to 2015 to help save 
Marty and Jennifer's kids from them- 
selves, the police, bully Biff and his 
gang of hoodiums, and Griff—Biff's 
evil grandson. You'll have lots of 
“items o' energy,” ‘products o' 
points," and momentum boosters like 
plutonium, beverage cans, and your 
trusty tennies. 

Featuring authentic re-creations 
of scenes and items from the film, 
Back to the Future II is really five 
games in one with each level—such 
as Jennifer's House of Fate and the 
Chase of a Lifetime—depicting a new 
chapter in the story. 

Levels 1, 3, and 5 include arcade 
action where you'll need your hover- 
craft to fend off Biff's band of thugs. 
Levels 2 and 4 are logic puzzles that 
test your memory and ability to antici- 
pate events. If you've seen the movie, 
you're one step ahead. 


in Orbit 


Edgeworth Software (44 Bower Street, 
Bedford MK40 3RE, England) has an- 
nounced E.S. Realorbit ($7), a gravita- 
tional orbit simulator. Use your 
thruster jets to steer a spacecraft 
through a star’s gravitational field. Try 
to achieve circular and elliptical orbits; 
then maneuver through a double star 
system. You can trace orbits and se- 
lect jet power, star mass, distance be- 
tween binary stars, and colors with 
this entertaining and educational 
simulator. 

Edgeworth Software has recently 
left the U.S. and opened shop in Eng- 
land. Simon Edgeworth assures his 
64/128 customers that all his products 
are still available and will remain com- 
patible with U.S. computers. He ac- 
cepts U.S. funds, either check or 
money order, and will ship all orders 
by airmail at no extra charge. 


G4 COMPUTE QW TL Ne a ee al 


NX-1000C Rainbow 
Full color and 

Commodore ready! 

Works great with geoPaint. 


Printin full color! Near-letter quality at 36 cps and high- 
speed draft at 144 cps features the new paper parking 
function. Convenient front panel controls. Great for 
extra-impact graphics and text. This is the Commo- 
dore-ready version—no additional interfaces or cables 
are required. Sug. Retail $379.00 
NX-1000C Rainbow Color Printer, 
Commodore Ready 75783 
LOWEST PRICE EVER! $199.95 


2400 Baud 
C64/C128 


579% 


Both the Minimodem-C and C24 are completely Hayes 
compatible (not just partially compatible like the 1670 and 
some Avatex models) and 1670 compatible. This means they'll 
work with ALL communications software for the 64, 64C, and 
128, Key features include seven status indicators, Busy Detect, 
DIR signal support, High Speed Detect Line, and Auto Answer/ 
Auto Dial. Includes Multiterm 64 and 128 software so you can 
start communicating right away, plus a free trial hour on 
CompuServe! Full-year warranty. 


Best Buys on 
Commodore Hardware 


64C Computer 54574 $129.95 
1670 Modem, 1200 Baud 36952 $69.95 
1351 Mouse C64/C128 37885 $32.95 
1084S RGB Composite Monitor 74095 $319.95 
1541 II Disk Drive (Includes GEOS) 54586 SCALL 
1764 RAM Expansion C64 72513 $114.95 


Computer Express 


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Printer Accessories 


Black Ribbon for NX-1000C/NX-1000C 
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Color Ribbon for NX-1000/NX-1000C 
Rainbow Color Printer 75485 

Dust Cover for NX-1000C/NX-1000C 
Rainbow Color Printer 77789 


$9.95 
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1200 Baud 
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$ 599 


modem is equipped with a 
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Minimodem-C24 (2400 Baud for C64/C128) 


88148 $79.95 
Minimodem-C (1200 Baud for C64/C128) 

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additional interfaces or cables are required 
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MAGICAL KINGDOMS AND MYTHICAL CREATURES | 
ARE JUST A FEW OF THE EXCITING PLACES AND:THINGS 
AWAITING STALWART PLAYERS OF ADVENTURE'GAMES 


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dventure games make up almost 
a third of the game releases for 


all computers. Arcade/action 
games make up another third, and 
the remaining third is divided between 
sports and simulations. These percent- 
ages apply to 64 software as well. Let’s 
take a look at the interesting 
adventure-game segment of the indus- 
try and see what’s happening. 

Because of their complexity and 
the demands they can make on play- 
ers, adventure games are not for 
everyone. Still, there are some recent 
games that deserve mention. B.A.T. 
from UBI Soft, Bill & Ted’s Excellent 
Adventure from Capstone, and The 
Keys to Maramon from Mindcraft are 
all fun games that cover a broad range 
of subject matter and difficulty levels. 
True adventure fans will want to 
check out several SSI releases and the 
latest from Origin, Ultima VI. 


Save the City 

B.A.T. stands for Bureau of Astral 
Troubleshooters, of which you are a 
member. Your job is to save the city 
Terrapolis on the planet Selenia from 
destruction at the hand of Vrangor, a 
mad scientist, and his crooked side- 
kick, Merigo. This evil duo plans to 
detonate nucturobiogenic bombs 
within ten days unless the city and all 
its assets are turned over to them. 


Visit more than 1000 locations in B.A.T. 
and interact with seven species. 


The game has a futuristic setting 
and an unusual interface that actually 
works well. B.A.T. is played with a 
point-and-click interface that uses 
menus and icons. In addition, items 
found in the game can be examined 
by clicking on them. Indeed, only by 
examining everything you see on the 
screen will you be able to play B.A.T. 
successfully. The game is huge. The 
game box claims 1100 rooms, and 
from what I’ve seen, this figure could 
be accurate. This variety keeps B.A.T. 
interesting for hours. 

The first thing you do in B.A.T. is 
create your character. As is not the case 
ina lot of other games, your alter ego 
in B.A.T. is extremely well developed. 


G8 COMPUTE YW ye 


It takes a while to set up your charac- 
ter, but the time spent will surely re- 
sult in a better representation of 
yourself. In addition to all of the 
standard adventure-game options that 
can be brought up in the menus, you 
also have access to B.O.B., a bidirec- 
tional organic bioputer that connects 
to your arm. B.O.B. lets you translate 
languages and examine your statistics 
and health. You program B.O.B. with 
a rudimentary language that will in- 
form you of various conditions and 
enable it to perform other functions. 

The graphics in B.A.T. are pretty 
good for the 64. And even after you’ve 
managed to defeat Vrangor, you can 
still have fun exploring the city. 


Adventure Calls 

Bill & Ted’s Excellent Adventure is 
primarily a movie tie-in, but the game 
is still worthwhile because of its ran- 
dom elements and the different skill 
levels allowed. In this game, you con- 
trol the title characters as they attempt 
to collect “historical dudes” from the 
past for a school project. Different 
skill levels determine how many peo- 
ple you must collect. As you gather 
these historical characters, you return 
them to the San Dimas Mall. When 
you’ve gotten your quota, you take 
them to school. 

You control Bill and Ted from a 
three-dimensional side view, using a 
telephone booth and circuits of time 
to travel throughout history. Some of 
the destinations involve completing 
arcade sequences. Others only require 
the use of a correct object to attract 
one of the “historical dudes.” The 
quicker you reach your goal, the more 
points you earn. 

I'll be honest. The graphics in 
B & T leave a lot to be desired. The 64 
can handle better. Music and other 
sound are almost nonexistent. The 
game does not look appealing, yet 
gameplay is addictive. I found myself 
wanting to play B & T again at a high- 
er difficulty level to see how quickly I 
could finish the game. Because each 
game of B & Tis different, it’s worth- 
while playing again and again. A typi- 
cal game doesn’t take very long. 

B & Tisa great diversion, if you don’t 
mind graphics that look like they were 
poorly ported from the IBM version. 


Rampaging Monsters 

Mindcraft has a different way of 
thinking about adventure games. Its 
games take almost no effort to play 
yet have a lot to make them interest- 
ing. In fact, much about The Keys to 
Maramon is not evident on the sur- 
face. The manual is brief and explains 
only the basics. The rest of the game is 
left for you to discover. You can al- 
most play Keys without reading the 


ORO 


instructions at all, but it’s still wise to 
go through them. 

Keys puts you in the role of an 
adventurer who must save the town of 
Maramon from the monsters that 
rampage every night after dark. The 
game takes place in town and in the 
dungeons beneath. It requires a quick 
hand and well-balanced character to 
confront the monsters. 

The game takes place in pseudo 
realtime. You have 12 hours to kill all 
of the monsters each night, or a build- 
ing will be damaged. If they do too 
much damage to the town, the game’s 
over. Budgeting your time is impor- 
tant, so don’t think too long while the 
clock is ticking. 


Champions of Krynn cuts unnecessary 
violence from many of its scenarios. 


Keys is a fast-paced game. You 
have potions and herbs to increase 
speed, strength, dexterity, armor, and 
life points. As the nights wear on, 
you'll need these aids to help you clear 
the town. Character interaction in the 
game is limited to conversation, but 
most people you encounter will offer 
valuable information. This moves the 
plot along. 

You move your character around 
from an overhead view of the town 
and dungeons. Movement is quick 
and smooth. The graphics are nice, 
and you can easily identify each object 
and monster. After a couple of nights 
pass, you will know the town well 
enough to put away the map in the 
manual. Keys is not very difficult and 
can be played rather quickly. Explor- 
ing Maramon and discovering new 
things makes Keys enjoyable. 


Advanced Dungeons & Dragons 
One company that still supports the 
64 is Strategic Simulations, Incorpo- 
rated, more popularly known as SSI. 
With over ten years in the business 
and a large library of titles, SSI has 
journeyed through time with Commo- 
dore computers. In the past two years, 
SSI has produced a number of fine 
role-playing adventure games for the 
64, most of which have been in its Ad- 
vanced Dungeons & Dragons line of 


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Gazette Index $7.95 
Every article and department from Gazette—July 
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Disk features pull-down menus, help screens, 
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Best Gazette Games $9.95 
Best dozen arcade and strategy games ever 
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Gazette’s best 13 programs for GEOS and GEOS 
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games. Using different-colored boxes 
to represent different types of 

AD & D adventures, SSI has a good 
variety of adventures. 

The gold boxes contain large role- 
playing epics. Avoid two early games, 
Pool of Radiance and Curse of the 
Azure Bonds, unless you like an inor- 
dinate amount of combat. Two later 
games, Champions of Krynn and Se- 
cret of the Silver Blades, eliminate un- 
necessary combat and significantly 
improve the interface. 

The two silver-box products are 
action games, with less role-playing el- 
ements and more arcade elements. 
Both are good, but Dragons of Flame 
is a big improvement over Heroes of 
the Lance. 

War of the Lance in the green box 
is a war game in the fantasy world, so 
don’t be deceived. The white-box 
game, Hillsfar, combines arcade and 
role-playing elements in a game with 
low difficulty and high fun factors. 


HIGHLORD HOVENntnT SEP/0CT 353 


SSI's War of the Lance is a war game 
set in the world of fantasy. 


Finally, SSI’s latest AD & D 
game is Dragon Strike, a dragon flight 
simulator in the Dragonlance gaming 
world. It’s more arcade game than 
anything else; don’t let the word simu- 
/ator throw you. If AD & D games 
aren’t your bag, try some of the older 
SSI titles, like Phantasie, Wizard's 
Crown, and the Questron series. 


Lord British 

Origin has also been a strong support- 
er of the 64. Almost all of its past 
games have been converted from IBM 
versions or developed on the 64. 

Given the amount of time and re- 
sources required to develop adven- 
tures on the scale of Origin’s Ultima 
series, it came as a surprise to me 
when Origin announced Ultima VI 
for the 64 before it released the Amiga 
version. 

The Ultima series is one of the 
most popular adventure game series, 
and much of the credit for that success 
is due to the creativity and imagina- 
tion of chief designer Richard “Lord 
British” Garriott. Each game in the se- 


G10 COMPUTE LU a 


ries has far surpassed the previous one 
in most areas, including size, plot, in- 
terface, and graphics. Ultima VI is no 
different in this regard. As far as 64 
adventures go, Ultima VI is at the top. 
This game can take months to ex- 
plore, and all the time you're getting 
your money’s worth. That’s value. 


Through a Moon Gate 

In Ultima VI, your character must 
stop the spread of gargoyles that have 
slipped through a moon gate into the 
realm of Britannia. That’s the basic 
plot, but more unfolds as you enter 
the game. Britannia is about as large 
as it was in Ultima V, but this time, 
instead of playing the game on two 
scales, you play it entirely from an 
overhead view of the characters and 
their surroundings. 

The graphics are smooth, and it 
feels more natural to move around in 
one scale than it does in previous Ul- 
tima games that only show the indi- 
vidual characters in towns, dungeons, 
and other buildings. The past games 
jump to a map view of the game 
whenever the party travels into the 
wilderness. Because you can’t see far 
ahead in Ultima VI, the cloth map 
comes in handy. 

In addition to the overhead view- 
point, the objects and other graphics 
in Ultima VI are very nice. You can’t 
distinguish objects in your inventory 
as well as you can larger objects in 
rooms, but this is no problem since 
you can examine objects effortlessly. 

The interface in Ultima VI is an 
improvement over that in earlier epi- 
sodes. Unlike the IBM version, which 
employs icons for all of the game 
commands, the 64 version requires 
keystrokes for commands. However, 
the number of commands has been re- 
duced by the addition of a Use com- 
mand, which replaces many others. 

To use an object, just hit the U 
key and move the crosshairs to select 
an object from your inventory or one 
next to your character. This is the way 
to open doors, move levers, throw 
switches, and equip your character 
with weapons, armor, and other items 
necessary to survival and success. 


Old Friends Return 
Accompanying you in Ultima VI are 
characters from past games, namely 
Shamino, Iolo, and Dupre. Lord Brit- 
ish starts you on your quest and can 
be consulted at any time for infor- 
mation. Object manipulation is easily 
accomplished from an inventory 
screen that readily identifies which 
object your character is carrying and 
which ones are nearby. It is best to 
distribute supplies to each character 
so no one is weighed down and you 
don’t have to keep switching objects. 


UG? ii 


When the time comes, it’s easy to 
fight in Ultima VI. Just choose a com- 
bat option and use the cursor to select 
a monster. Each monster has its own 
representative theme. 

Ultima VI is a game chock full of 
characters, objects, locations, and 
dungeons. Characters follow a certain 
daily pattern. Some game objects are 
hidden behind paintings, under plants 
or crates. Discovering new things is 
what Ultima VI is all about. 

You may never finish the game 
because of its size and scope, but de- 
signer Garriott doesn’t care. (He'll 
give you a synopsis of this game in the 
manual of his next one.) Garriott be- 
lieves it’s more important for you to 
enjoy yourself exploring a rich world 
full of adventure. He’s confident that 
there is much that you can do and 
gives you lots of room for discovery 
and pleasure. 


HAUGHTY 


SSI's Curse of the Azure Bonds is a role- 
playing epic filled with combat. 


Ultima VI meets Garriott’s crite- 
ria, and the game may be the largest 
adventure for the 64. It definitely is 
the most ambitious. Disk swapping is 
kept to a minimum in order to de- 
crease the frustration factor. Sounds 
are appropriately scattered throughout 
the game, and the music is infectious. 
What results is a graphically rich 
world, full of places to go and things 
to see, where you can escape for min- 
utes or hours. Plus, if you act now, 
you can probably still get the Special 
Edition of the game, celebrating the 
tenth anniversary of Ultima. This ver- 
sion is signed by the author and box 
artist. It contains an audio cassette of 
the history of Ultima narrated by Gar- 
riott and a higher-quality gemstone 
than that found in regular versions. 

As you can see, adventure gam- 
ing for the 64 is alive and well. These 
are just a few of the many games out 
there. Ultima VI is my favorite, but 
the others are all fun and can be com- 
pleted in a reasonable amount of time. 
In any case, if you’re looking for a 
quest, try an adventure game. They’re 
better than they were just a year ago. 
Happy questing! ic) 


The Gazette 
> jenopepannag. al 
Manager 


(Formerly PowerPak) 


Harness the productivity 
power of your 64 or 128! 


Turn your Commodore into 

a powerful workhorse, keep track 
of finances, generate reports 
in a snap, manage your 
money in minutes— 

all with the new 1991 
Gazette Productivity 
Manager! Look at all 
your 64/128 Productivity 
Manager disk contains. 


ORDER YOUR 
1991 GAZETTE 
PRODUCTIVITY 
MANAGER 
TODAY! 


GemCalc 64 & 128— 

A complete, powerful, user- 

friendly spreadsheet with all 
the features you’d expect 
in an expensive commercial package 
(separate 64 and 128 versions are included). 
Most commands can be performed with a single keypress! 


Memo Card—Unleashes the power of a full-blown 
database without the fuss! Nothing’s easier—it’s a 
truly simple computerized address file. Just type in 
your data on any one of the index cards. Need to edit? 
Just use the standard Commodore editing keys. 
Finished? Just save the data to floppy. What could be 


(MasterCard and Visa accepted on orders with subtotal over $20). 


easier? OYES! Please send me _ Productivity Manager disk(s) 
G ($14.95 each). 
Financial Planner—Answers all of those questions Subtotal 


concerning interest, investments, and money manage- 
ment that financial analysts charge big bucks for! You 
can plan for your children’s education and know 
exactly how much it will cost and how much you need 
to save every month to reach your goal. Or, decide 
whether to buy or lease a new car. Use the compound 
interest and savings function to arrive at accurate 


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Compute the answer at the click of a key! Seal 
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324 W. Wendover Ave., Ste. 200, Greensboro, NC 27408. 


POWERFUL WORKHORSE! 


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TEENAGE MUTANT 
NINJA TURTLES 


ey, dudes, how would you like to 
battle evil enemies in New 
York’s dangerous sewers? Sure 
it’s a dirty job, but that doesn’t 
mean you won’t enjoy playing Ultra’s 
Teenage Mutant Ninja Turtles. 


MUA 


=f | 


NA 
1 UAE 


Based on the famous movies, TV 
show, and comic books, this action- 
packed arcade game will give you 
hours of enjoyment. Raphael, Michel- 
angelo, Leonardo, and Donatello are 
ready for your control. As the game 
begins, you must help these four 
pizza-loving turtles rescue their be- 
loved friend, April O’Neil, who was 
abducted by the evil villain Shredder. 
You must rescue April, destroy Shred- 
der, and take his life transformer gun 
to win. 

Along the streets and sewers of 
New York, you guide the turtles to 
where April may be held hostage. You 
control their every move. Many evil 
creatures lurk about, so be prepared to 
fight. Mousers, Roller Cars, Foot Clan 
Soldiers, and many more foes are 
waiting to capture your reptilian war- 
riors. Some enemies are easily de- 
stroyed, while others are not. 

Strategy is important. Each of the 
four turtles has unique skills and 
weapons. Thus, one turtle may be bet- 
ter able to handle a particular enemy 


REVIEWS 


CRIME-FIGHTING TURTLES ¢ PRINTED CIRCUIT CAD 
PIECES FALLING INTO A PIT ¢ BASKETBALL MANIA 


or situation than another. For ex- 
ample, Leonardo would be the best 
choice for battles in the sewers, since 
he’s expert at using a Katana Blade. 

Besides the multitude of enemies, 
there are many useful items to be 
found during your quest. These in- 
clude various weapons, rope, a party 
wagon, and best of all... awesome 
pizza! 

An information screen can be ac- 
cessed at any time during the game. 
This important screen will help you 
throughout the game, and you should 
check it on a regular basis. Turtle 
information includes those who are 
available and what weapons they are 
using. There’s also a map that shows 
your position. Messages from your 
friends give you useful hints on what 
to do next. 

Your turtles must make it 
through six levels of combat without 
being captured. Each level has differ- 
ent phases to complete before you can 
move on to the next level. Looking at 
playability from this standpoint, the 
game can be rather difficult. Joystick 
movements for combat and travel 
throughout the game are, however, 
generally basic and simple. In this re- 
spect, I find the game easy to play. 

After reading the short manual 
that comes with the game, you'll 
quickly be on your way to action and 
adventure. The manual is easy to un- 
derstand and provides you with the 
necessary information. It tells you 
about the game controls, displays 
sample screens, lists the useful items 
to be found, and describes each ene- 
my you will combat. 

The sound and graphics are good. 
Most characters and items in the 
game are displayed clearly on the 
screen, and the background music is 
entertaining as well. 

While it does not get high marks 
for plot originality, this arcade game is 
fun to play and provides many hours 
of entertainment. So, dudes, if you’re 
up for some radical ninja action, just 


G@iz2 COMPUTE JULY 


slip Turtles into your 64, grab your 
joystick, and go to town! 
CHRIS STAWASZ 


————_H-____ 


Commodore 64 or 128—$29.95 
Ultra Software 

900 Deerfield Pkwy. 

Butfalo Grove, IL 60089-4510 
(708) 215-5100 


PRINTED GIRCUIT 
BOARD-64 


nce again, I’ve stumbled across a 

64 program that takes that won- 

derful machine into an entirely 

new area: printed circuit board 
(PCB) design and layout. Although it 
lacks some of the power and options 
of PCB programs used in the work 
world, Printed Circuit Board-64 from 
MicroSentinel Systems does an im- 
pressive job on a 64 or 128. 


This program is designed for the 
electronics hobbyist. If you need to 
put together a simple circuit board for 
some home project, it should take no 
longer to enter it into the computer 
than it does to devise it in the first 
place. 

I must make a confession. I make 
a living as an engineer, and I’m famil- 
iar with circuit boards from college 
classes and from fixing arcade games 
and pinball machines for my brother’s 


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GAMES, GAMES, GAMES! | 
“J (6102) ADVENTURE ROAD / 1 - Contains 4 adventure games: Scary, Affica, Adventure & more. | 
7 (6123) ADVENTURE ROAD /2- 10 textgraphic adventure games including SLEUTH. 
71 (6124) ADVENTURE ROAD / 3-8 text/graphic adventure games including HACKER 


71 (6049) C-128 GAMES / 1 - 40 col- 
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80 column Star Trek. 
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77 (6089) C-64 GAMES / 2 - Lotto, Attack Force, Star Trek, Joust, Derby, Defcon & more. 
7 (6097) IN THE MALL / 1 - Contains 14 arcade games. Try your skill on these gems. 
77 (6099) IN THE MALL /2 - Contains 14 arcade games. Includes Moondog, Skiing, & more. 
77 (6142) IN THE MALL / 3 - 12 more arcade games including BOULDER DASH and KANGA. 
“J (6100) IN THE PITS / 1 - Contains 7 car games. Includes Dragster, Dodge Cars & more. 
71 (6101) LADY LUCK / 1 - Contains 10 casino games. Roulette, Craps, BJ, Poker & mora. 
| 7 (6202) LADY LUCK /2- 10 gambling games including ONE ARMED BANDIT, and 21. 
7 (6203) LADY LUCK / 3 - 17 gambling games including DODGE CITY POKER and KENO. 
77 (6098) ON THE BOARDS / 1 - Contains 11 board games. Includes Yahtzee, Battleship & more 
57 (6119) ON THE BOARDS / 2 - 12 board and card games including battleship and chess. 

71 (6120) ON THE BOARDS / 3 - 17 more board and card games including CRIBBAGE and BINGO. 
jae 18) PUB/BOARD GAMES - Darts, Bowling, Pool, Checkers, Backgammon, Chess, and more. 
“J (6204) THE FINAL FRONTIER / 1 - 10 action filled space games including METEOR SHOWER. 

| 7 (6206) THE FINAL FRONTIER / 3 - 18 action filed space games including CANYON RUNNER. 
71 (6207) THE FINAL FRONTIER / 4 - 18 action filled space games including SPACE DEFENDER. 
1 (6104) THE SPORTING LIFE - Contains Golf, Miniature Golf, Baseball 64, Boxing and Trap. 
7 (6208) THE SPORTING LIFE / 2 - 19 games relating to sports including BOWLING and BOXING. 
27 (6108) VICTORY SOFTWARE | 1 - The frst disk of shareware games by Victory Software, 


|Please send order, payment, name, address and daytime phone # to: 


C/O CCC 
2500 McClellan Ave. 
Pennsauken, NJ 08109 


“Residents of NC, NY, and NJ add appropriate sales tax for your area. 


Canadian Orders add 7% goods and services tax. 


All orders must be paid in U.S. funds drawn on a U.S, bank. Please allow 4-6 


weeks for delivery. 


former vending business. For this rea- 
son, I expected to have no problem 
with PCB-64, but I wasn’t too sure 
about people who lack those skills. 
What I found is that the program is 
easy for anybody to use, regardless of 
level of experience. PCB-64 is best 
suited for hobbyists and circuit-board 
designers who want to get a head start 
on a project at home without having 
to use the company computer. 

The package contains two main 
parts: the Layout Editor and the Art- 
work Editor. The former contains the 
tools and options to create your print- 
ed circuit board. The latter lets you 
add text, tweak the pad, trace sizes, 
and optimize the sizes of all compo- 
nents. Both programs are very simple 
to learn. You almost don’t have to use 
the concisely written manual. With 
each program, you see a portion of the 
circuit board in the viewing screen 
and a list of commands along the right 
side of the screen. Select these com- 
mands with the keyboard and draw 
with the mouse or joystick. 

A circuit board consists of pads 
(terminal points), traces (wires), and 
components (integrated circuit chips, 
resistors, and so on). The purpose of 
PCB layout is to design the board to 
accommodate the most electronic 


JULSICP 


1G Bo hs 
| Paradise Sytuare 


| 7657 Winnetka Ave, Ste 328-C, Winnetka CA 91306 


Spm PS’ 


Circle Reader Service Number 129 


components in the smallest space pos- 
sible. You could almost make a game 
out of PCB layout, with the object 
being optimization of space using a 
certain number of components. 

PCB-64 lets you design two-sided 
circuit boards that can be as large as 
8.8 X 6.4 inches. An important feature 
of PCB-64 is that it allows you to scale 
the board to meet the specifications of 
many types and brands of printers. 
With a paint program interface that 
gives you pads and traces to define a 
board, the program is complete. 

The other big feature of PCB-64 
is a list that the program generates 
upon request of all of the labels associ- 
ated with components and their coor- 
dinates on the screen. Although PCB- 
64 is not a program many people 
would use, it’s a great little niche 
product. It lives up to its claims and 
will more than meet the specifica- 
tions of someone who needs a low- 
cost circuit-board editor. 


RUSS CECCOLA 
- 


Commodore 64 or 128—$75 


MICROSENTINEL SYSTEMS 
P.O. Box 4135 

San Pedro, CA 90731-4135 
(213) 831-2101 


BLOCKOUT 


or a perplexing challenge that ex- 

ercises the brain instead of joystick 

reflexes, try Blockout. I highly rec- 

ommend it to those of you who are 
looking for something more than just 
another shoot-’em-up. 


Block Out will tax your hand-eye 
coordination. (IBM version pictured.) 


This game has a lot to offer—and 
it’s not another Tetris clone. By taking 
the Tetris concept and making it 
three-dimensional, Blockout expands 
the old concept and takes it the next 
logical step. 

As in Tetris, the object of the 
game is to drop irregularly shaped 
pieces into a pit. If you manage to fill 


FUTONS 


ISIRO COMPUTE G13 


a level across the pit, that level van- 
ishes, and you win bonus points. 

Sounds simple, huh? It’s not. 
Simplicity disappears as you advance 
and the game picks up speed. Pieces 
that used to float into the pit like 
feathers begin to drop like stones. I 
was quite happy reaching level 5, the 
pinnacle of my Blockout career. 

Blockout’s graphics are relatively 
simple but more than adequate for 
gameplay. The blocks themselves are 
3-D, starting out as rotatable wire- 
frame objects that solidify into col- 
ored layers as they reach the bottom 
of the pit. Your goal is to fill a layer so 
that it can be removed. If the shapes 
pile up and reach the top of the pit, 
you lose. 

Blockout expands on the Tetris 
concept by offering you a selection of 
three sets of blocks. The sets range in 


Some of the predefined games are de- 
scribed as Flat Fun (flat blocks), 3-D 
Mania (3-D blocks), and Out of Con- 


shape from the simple to the complex. 


REVIEWS 


trol (abnormal blocks). You can create 
a pit of your own dimensions and 
make a custom game. Any of the three 
block sets (Flat, Basic, or Extended) 
can be used in your custom pit. 

Parameters for rotation speed 
and sound can be customized. Prac- 
tice mode lets you play Blockout with- 
out having the pieces fall into the pit, 
thus giving you time to get used to the 
keyboard controls. Demo mode lets 
your computer show you how to play. 
Help is available to display the game’s 
controls. 

Blockout keeps track of your 
score. The ten high scores for each 
kind of pit (dimensions and block set) 
are saved to disk. The game’s play- 
ability is good, but a little less key- 
board control would’ve been nice. 
While this isn’t a great handicap, 
using a joystick to control the game 
would’ve made it easier to play. As it 
stands, the joystick is used only for 
the program’s menus, and some of the 
menu options are not even available 


to the keyboard user. 

One thing I can say about Block- 
out is that if you don’t own it, get it. 
It’s a most perplexing puzzle that will 
be a favorite for years to come. So toss 
out those boring shoot-’em-ups and 
head for the computer store. Pick this 
one up—you won’t regret it! 


DAVID W, MARTIN 


Commodore 64 or 128—$29.95 
CALIFORNIA DREAMS: 
Distributed by Electronic Arts 
1820 Gateway Dr. 

San Mateo, CA 94404 

(415) 571-7171 


DOUBLE DRIBBLE 


re you a true basketball fan? If 
your answer is Yes, then check 
out Konami’s Double Dribble. 
Double Dribble is a five-on-five 
pro-style basketball game for the 64. It 
turns your computer screen into a 


G AZ E T T E commopore 64/128 


Yes, save time and money! Subscribe to the Gazette 
Disk and get all the exciting, fun-filled Gazette pro- 
grams for your Commodore 64 or 128—already on 
disk! 

Subscribe today, and month after month you'll 
get all the latest, most challenging, and fascinating 
programs published in the corresponding issue of 
COMPUTE. 

New on the Gazette Disk! In addition to the 
programs that appear in the magazine, you'll also 
get outstanding bonus programs. These programs, 
which are often too large to offer as type-ins, are 
available only on disk—they appear nowhere else. 

As another Gazette Disk extra, check out 


“Gazette Gallery,” where each month we present the 
very best in original 64 and 128 artwork. 

So don’t waste another moment. Subscribe to- 
day to COMPUTE’s Gazette Disk and get 12 issues 
for only $49.95. You save almost 60% off the single- 
issue price. Clip or photocopy and mail completed 
coupon today. 

Individual issues of the disk are available for 
$9.95 (plus $2.00 shipping and handling) by writing 
to COMPUTE, 324 West Wendover Avenue, Suite 
200, Greensboro, North Carolina 27408. 


YES! Start my one-year subscription 
to COMPUTE’s Gazette Disk right away 
for only $49.95.* 


O Payment enclosed (check or money order) 


Charge OMasterCard O Visa 

Acct. No. Exp. Date 
Signature ; 

Name 

Address 

City 

State/ ZIP/ 
Province Postal Code 


Mail to COMPUTE's Gazette Disk, P.O. Box 3250, Harlan, IA 51593-2430 


*Residents of NC and NY, please add appropriate sales tax for your area, Canadian 
orders, add 7% goods and services tax. 


VIDEO BYTE Il the only FULL COLOR! 
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Introducing the world’s first FULL COLOR! video digitizer for the Commodore 
C-64, 64-C, C-128 & 128-D computer. VIDEO BYTE can give you digitized video 
from you V.C.R., LASER DISK, B/W or COLOR CAMERA or OFF THE AIR or 
CABLE VIDEO (thanks to a fast! 2.2 sec. scan time). New version 3.0 software 
features full RE-DISPLAY with MULT] CAPTURE MODE, MENU SELECT PRINT- 
ING, EXPANDED COLORIZING FEATURES, SAVE to DISK feature and much more! 
FULL COLORIZING! Is possible, due to a unique SELECT and INSERT color 
process, where you can select one of 15 COLORS and insert that color into 
one of 4 GRAY SCALES. This process will give you over 32,000 different color 
combinations to use in your video pictures. SAVES as KOALAS! Video Byte II 
allows you to save all your pictures to disk as FULL COLOR KOALA'S. After 
which (using Koala or suitable program) you can go in and redraw or color 
your V.B. pic's. LOAD and RE-DISPLAY! Video Byte !! allows you to load and 
Te-display all Video Byte pictures from inside Video Byte's menu. MENU DRIVEN! 
Video Byte Il comes with easy to use menu driven UTILITY DISK with V3.0 
digitizer program. (64 MODE ONLY). COMPACT! Video Byte II's hardware is com- 
pact! In fact no’ bigger than your average cartridge! Video Byte comes with it’s 
own cable. INTEGRATED! Video Byte || is designed to be used with or without 
EXPLODE! V5.0 color cartridge. Explode! V5.0's menu will return you to VIDEO 
BYTE II's menu. EXPLODE! V5 is the PERFECT COMPANION! Video Byte II users 
are automatically sent FREE SOFTWARE updates along with new documenta- 
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THE SOFT GROUP, P.0. BOX 111, MONTGOMERY, IL 60538 


REVIEWS Circle Reader Service Number 123 Ye) FTWA RE 
basketball court for fast action. player with the ball and pressing the Cc LOS E @) U TS 
This program’s excellent graphics | fire button, you can steal the ball from 
and sound effects make you feel ike your opponent. The joystick also lets For Commodore 64 & 128 
you're right there on the court. You you pass the ball to another player of $51 BARGAINS, Your Cholce 
hear the clock ticking away and the your choice with the press of the fire Heder procter ean 
referee blowing his whistle. You can button. To take a shot, just aim the Telit dal Merk 
see your teammates’ positions as well | joystick toward the hoop and press Pop ere boy eee grene st epeirdeoed ki nents 
as the opposing team’s players on the | the fire button. It’s that easy. Lrgan, Parr a awe as. due fae 
court as they pass the ball. Cheerlead- There are several types of shots INFOCOM BARGAINS, Deadline, Starcross, Suspended, Zork 2 or 3... $$ each 
ers appear at halftime to root for you. | that you can take. These include foul or Tes Sue daes Grand Pre 
Best of all, you can see your points shots, three-pointers, jump shots, set Fn hig Sone & Votey, Danbustrs. 
mounting on the scoreboard each shots, as well as three types of slam Sarein ced War volume t 2013. Fis King xia, 
time the ball passes through the hoop. | dunks. A closeup of these slam dunks Eanaoe Buttes, Mache Vie, Henin tas i orn Aes 
Double Dribble is a game for one | appears in detail as a team scores. Super Sounder 64 Caige enone. 
or two players. However, for two play- | Double Dribble also follows the same haborne fang re eed 
ers, you'll need a second joystick. rules and regulations as pro-style ren 
Playing against the computer is quite | basketball. Your blocking or charging Assembler by Commodore 
challenging, since the computer can will give an opposing team member a Congo Bongo, by Sega eared) nn 
match your every move. As the game | chance at the free throw line. Erameianen cheoned W Vaan 
begins, use the joystick to select such Overall, I found this game to be GO.tye yun (00 Cnese bone x 
options as the number of players, the | quite challenging and entertaining. I Hone Meso by Vobewasiocesestecee 
amount of time for each of the four didn’t play like Michael Jordan or Master, € CAL (Oravig & pang graphic system) Pi 
quarters, and the NBA team that you | Larry Bird, but I did manage to score Manis: trotie Beret foleceten aeirereeas ry 
want to represent during the game. a few points. So if you love basketball, Mardereh ie Mesissipt Sao 
You also have the option of selecting | give Double Dribble a shot! Practeai it by Practoory 370 
one of three levels of difficulty. If you | cyrisstawasz Spats & Maker Sty Cosi oh 
find that you want to change any of | yan “Wath 9 Boer 
these settings during a game, you can Nak Meare NAR ee $00 
do so with a touch of the f3 key. Commodore 64 or 128—$14,95 TO ORDER, SEND CHECK OR MONEY ORDER To: 
Your joystick controls all aspects Konami DRAWER COMPSULT. 93403-5160 
of the game, and you can move across 900 Deerfield Pkwy. Ince $4 fr shipping charges in US $8 for Canada $10 forint CA oroers ad 6% sales tax 
the court in eight directions. By put- SE NC NE) 1-800-676-6616 
ting your player in the path of the (Os\2iorat a sores wo lor 28 et te ea 
ses ache mind cca 


Circle Reader Service Number 161 


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[een Seaoe 


in the February 1991 issue of COM- 
PUTE, a reader would get the idea 
that there are both Amiga and Gazette 
sections in each issue, but there aren’t. 
Why the discrepancy, and how often 
will a section turn up missing? 


TODD MOORE 
PIEDMONT, MO. 


This was explained last year in 
“64/128 View” (October 1990), but 
since there still seems to be some con- 
fusion, we'll repeat it. After General 
Media purchased the four magazines 
we produced at COMPUTE! Publica- 
tions, the four were merged into one 
basic COMPUTE magazine. There 
are different versions, however. 

Ifyou are a Gazette subscriber, we 
send you COMPUTE with the Com- 
modore 64/128 material in the Ga- 
zette section. Amiga Resource 
subscribers get COMPUTE and the 
Amiga section. PC subscribers get 
COMPUTE with the PC section. If 
you subscribe to COMPUTE, you get 
all the sections, but without the Ga- 
zette type-in programs. For those peo- 
ple who may have several different 
computers, including a 64 or 128, we 
offer a multiversion edition that con- 
tains all the material, including the 
type-in programs. 

Until recently, the Gazette and 
Amiga sections were also available in 
the newsstand editions. Now they are 
available only by subscription and in 
certain computer stores: Babbage’s, 
Software Etc., and Software Boutique. 
From time to time some editions may 
contain additional sections. Since we 
use the same advertisers index for all 
editions, you'll see the references to all 
the different editions. On occasion, 
subscribers may receive the wrong ver- 
sion. If this happens, please contact 
our subscription office at (800) 727- 
6937. 


From SpeedScript to Amiga 
Ihave been using SpeedScript 64 for a 
number of years, and I have written a 
large number of files that I'd like to 


READ ee Rees) 


Amiga. Unfortunately, the terminal 
program I have for the 64 doesn’t 
seem to be able to transfer the Speed- 
Script files. What do you recommend? 


MICHAEL W. BELL 
ROCKFORD, IL 


The problem of converting Commo- 
dore-specific text files to true ASCII 
(American Standard Code for Infor- 
mation Interchange) is a recurring 
one. The reason for making the con- 
version usually involves transferring 
files from one brand of computer to an- 
other. The 64 and 128 derive their 
character set from a time when ASCII 
wasn't the de facto standard it is today, 
and the big players took no pride in be- 
ing compatible. Consequently, the 8- 
bit Commodores confuse upper- and 
lowercase, neglect common characters 
such as the brace and underscore, and 
even assign some odd character codes 
to the characters that they do have. 
The remedy is to run a program that 
converts Commodore character 
codes—commonly called PETSCII 
after the original Commodore PET— 
into true ASCII. 

There are several such programs 
available, and usually they read from 
and write to sequential files. But 
SpeedScript adds a little more com- 
plexity to the situation by using its 
own special codes for formatting, han- 
dling text itself in an atypical fashion, 
and writing program files instead of 
sequential files. SpeedScript does offer 
two ways around this problem. It will 
write PETSCII sequential files if you 
print the file to the disk by pressing 
Shift-Control-P and then D (for disk) 
at the prompt. If you press Control-£ 
and then the A key on the first line of 
your document and then print it to 
disk, the file will be saved as a true 
ASCII file and will be easy to upload . 


Screen Dumps and Errors 

I have a 64 and a Cardco Card B inter- 
face. The Cardco manual has a screen- 
dump program, but it doesn’t seem to 
work. Is there a screen dump available 


‘ ee keep. I also own an Amiga 1000, andI | from any vendor? I need one for my 
From looking at the advertisers index | would like to transfer these files to the | BASIC programs. 


Also, I have a Blue Chip (BCD 
5.25) disk drive that gives erroneous 
characters when I add a spreadsheet 
or game scores. I have several spread- 
sheets that will not work. I would ap- 
preciate hearing from other people 
who may have similar problems with 
their Blue Chip drives. 


DENNIS LONG 
MANASSAS, VA 


Cartridges, such as the Soft Group's 
Super Cartridge Explode V.5 and 
LMS's Super Snapshot V5, offer 
screen dumps and many more fea- 
tures. CMD’ JiffyDOS also has a 
screen-dump option. Advertisements 
for these products can be found in re- 
cent issues of this magazine. If you 
have back issues of Gazette, check for 
a type-in program called PrintScreen 
(December 1987). It also offered a cus- 
tomizer program for different printers. 
There was also a program called Hi- 
Res Screen Dump (October 1984) for 
1525 or compatible printers. 

We have never heard of a disk 
drive's being responsible for erroneous 
characters in spreadsheets or game 
scores. Are you certain you’ve entered 
the formulas correctly? If any other 
readers have experienced similar prob- 
lems, we'll be happy to pass their infor- 
mation on to you. 


Nifty Jiffy 

I was pleased to see Art Hunkins’s fa- 
vorable review of Creative Micro De- 
sign’s JiffyDOS 6.0 in the December 
1990 issue. It’s a terrific system, but I 
have to take issue with him on several 
points. 

First, his apparent horror at the 
idea of replacing soldered-in ROM 
chips. What’s the big deal? I did it 
twice in old 64s. No sweat. Just use 
common sense and a good soldering 
tool to pull the ROMs, a low-watt iron 
to solder the new sockets, and gentle- 
ness when inserting the new chips. It’s 
nothing that an experienced amateur 
or technician couldn’t do in ten min- 
utes. That’s all it took me, and I’m no 


G16 COMPUTE JULY 


W GE 1} 


_ sae 
FEEDBACK 


whiz kid. 

Second, save-with-replace routine. That com- 
mand works fine in my machine. All I do is have 
the révised program in memory, hit fl for the direc- 
tory, cursor to the filename, insert three spaces be- 
tween the open quotes and the filename, type @0:, 
hit f6, and then hit Return. It’s quite convenient. 

Third, validate and format speeds. They defi- 
nitely are improved on my 1541. 

I do have some minor bones to pick with 
CMD. I wish it had retained the function-key RUN 
and LIST commands as in previous versions and 
relegated TLIST and LOAD ML to program-mode 
commands. 

Otherwise, all’s great, and kudos to COM- 
PUTE for the new design. 


RICHARD VAN FRANK. 
MONTCLAIR, NJ 


Once you have some experience with a soldering 
iron, removing ROM chips and soldering in new 
ones without damaging anything may not be such a 
difficult task. But it’s not the place for a beginner to 
start. If you have a newer 64 with chips that slide in 
and out of their sockets, installing the JiffvDOS re- 
placements is a snap. CMD recommends you check 
to see which type you have before ordering JiffyDOS. 


Reader-to-Reader Help 

I am desperate and don’t know where to turn next. I 
am looking for a 36-pin plug so I can print docu- 
ments in Epson mode for my SR 2000 Dual Inter- 
face printer. I have a 64 and a 1541 disk drive. Does 
anyone know where I can purchase this plug? 


BOB CHALFANT. 
12229 SE 196TH ST. 
RENTON, WA 98058-7518 


The information about my modem was recently 
destroyed, so I wrote a letter to the company re- 
questing a copy. My letter was returned, since the 
company apparently has gone out of business. Can 
anyone help me find an instruction manual for a 
Westridge Communications modem, model 
MFJ-1237? 


GARY LEE REYNOLDS 
15 DANIEL ST. 
UNIONTOWN, PA 15401 


Blasts from the Past 
I read in one of your magazines that you could or- 
der a back issue of COMPUTE, but I was wonder- 
ing if it’s possible to order a full year’s worth. 
Also, is it possible to get back issues of the 
disks? 


ERIC SCHNEIDER 
KILLEEN, TX 


We have back issues of many magazines 

and disks, but supplies vary. If you contact 

Single Copy Sales, COMPUTE Publications, 

324 West Wendover Avenue, Suite 200, 

Greensboro, North Carolina 27408, 

(919) 275-9809 and specify which issues you 
want, we'll see what we can do. Back issues 


3-D GRAPHICS DESIGN 


¥x Voted Best Graphics Program 
—Run Magazine 1988 


For Commodore 64/128 in 64 mode 
View Designs in Multiple Perspectives 


Big Blue Reader 128/64 
Read & Write IBM PC Disks! 


Big Blue Reader 128/64 is a fast, easy-to-use, menu driven program 
for novice and expert alike. Transfers word processing, text, ASCII, and 
binary files between Commodore 64/128 and IBM PC compatible 360K 
5,25" and 720K 3.5" disks. Includes both C64 & C128 programs. 
Requires 1571 or 1581 Disk Drive. Does not work using 1541. 

BBR 128 Version 3.1 upgrade, $18+ original BBR disk. 


Big Blue Reader 128/64 only $44.95 


Bible Search 3.1 


The only Bible Study Program with: 

1) Entire Old and New Testament on (4) 1541/71 or (2) 1581 disks. 
2) An Exhaustive English Concordance on (2) 1541/71 or (1) 1581 

disks; includes more than 700,000+ references. 
3) Incredible five (5) second look-up time, per/word, per/disk. 
4) Instant, automatic spell checking of more than 12,800 words. 
5) Boolean Search operators including AND, OR & NOT logic. 
6) Search entire Bible in 5 seconds with 1581 or Hard Drive (v3.5). 
7) A Money Back Guarantee! 
Includes: Easy-to-use, C64 and C128 (40/80 column) programs, 
printer and disk output, users guide, disk case, and more. 

tx Available on (7) 1541/71, or (4) 1581 disks. (Demo disk $5) 


KJV $49.95 vxvkxxdeve NIV $59.95 
sx Any questions? Call or write for more information. 
ex NOW Available! AMIGA Bible Search 


Order by check, money order, or COD. US Funds only. 
ew FREE shipping in North America. No Credit Card orders. 
Foreign orders add $5 S/H ($12 whole Bible) 


SOGWAP Software ® (219)724-3900 


115 Bellmont Road; Decatur, Indiana 46733 


SS 
of magazines are $6.00, and disks are $9.95. There are no issues 
for July, August, or September 1990, as we did not publish during 
those months. 


Final Help 
This is in reply to David Richards’ Final Cartridge III question in 
the February 1991 issue about the Help and Replace commands. 
There is a slight difference in the way the commands act in 64s 
with different ROM versions, but all commands work. Enter 
PRINT PEEK(65408) to see which version you have. I have com- 
puters with versions 0 and 3. 

Help is useful in debugging BASIC. It lists the last executed 
line. Just enter HELP after pressing Stop or after an error occurs. 


io Professional-Educational-Home Applications 

Architects, Engineers, Designers, 
Programmers, Students 

CAD-3D!! enter me into the fastest growing field in 

graphic technology. At a special introductory price 

$53.95, Add $4.00 fot shipping and handling, for 

C.O.D, add an additional $4.00, (California resi- 

dents please include 6% sales tax). 


iht Software 

2269 CHESTNUT STREET 
SUITE 162 

SAN FRANCISCO, CA 94123 


ORDER LINE ¢ (415) 923-1081 
FAX ¢ (415) 923-1084 
Dealers/Distributors inquiries welcomed. 


Circle Reader Service Number 184 


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It’s nice when you can’t see an error 
message onscreen. 

Replace is my favorite command. 
It changes BASIC commands, num- 
bers, or anything in quotes, excluding 
commas and quotation marks. For ex- 
ample, if you were to enter REPLACE 
“FOR J”, “FOR K”, it would change 
J to K in FOR-NEXT loops. 


BRIAN KISSINGER 
EVANSVILLE, IN 


Software Resource 

Here’s a hint for your readers who 
want to find certain software for the 
64, Amiga, Plus/4, VIC 20, or PET. It 
will also help you find the names and 
addresses of companies that produce 
that software. It’s a book called Soft- 
ware Information for Commodore 
Computers by Menu. It can be found 
at public libraries. It’s up to date and 
extensive. 

JOHN REALING 

SPOKANE, WA 


You're right, John. We use it quite 
‘often. Menu, which is a division of 
Black Box, sold this 400-page directo- 
ry to Commodore, which is now dis- 
tributing it. If you would like to 
purchase a copy, write to Commo- 
dore—The Menu, Attention Customer 
Support, 1200 Wilson Drive, ‘West 
Chester, Pennsylvania 19380. The cost 
is $12.95 plus $3.00 for shipping and 
handling. 


Mangled Memory 

Iam working on a game program that 
uses redefined characters on the 64. 
The program also uses three-dimen- 
sional arrays. I have a problem with 
the screen elements turning to garbage 
after it runs for a while. A few reverse 
characters can be identified, but that’s 
it. Can you help? Is it a problem with 
memory? 


AL FREEMAN 
MIAMI, FL 


It sounds like you are experiencing a 
memory conflict. You've put new char- 
acter shapes used in your game into a 
certain block of memory. As the pro- 
gram runs and uses different variables, 
BASIC stores these variables in the 
same memory where the character 
shapes are stored. This causes the indi- 
vidual character shapes to turn to gar- 
bage. Reverse character shapes are in 
the second half of the character set, so 
they are the last ones to be garbled. 


Gi8 COMPUTE UEUS ES Y? 


FEEDBACK 


The Video Interface Chip (VIC- 
II) handles all the video-related chores, 
including the display of character 
shapes. This chip can access only 16K 
of memory at atime. The default video 
bank is 0 (from location 0 to 16383), 
which means the screen, custom char- 
acter shapes, and sprites must all re- 
side in that same 16K block. Since a 
complete character set uses 2048 bytes, 
it’s common to use the 2K at the top 
of the video bank for that purpose. 
This puts the custom characters at 
14338-16383. 

A 64’s BASIC is built into a con- 
tinuous section of memory. The 64 
uses locations 0-1023 for its own pur- 
poses, and screen memory and sprite 
pointers occupy 1024-2047. The first 
byte available for BASIC is 2048. 
Read Only Memory (ROM) starts at 
40960. So under normal circum- 
stances BASIC controls the 38,911 
bytes of the memory from 2048 to 
40959, 

What about the custom charac- 
ters that are stored at 14336-16383? 
They are in the middle of the block of 
memory BASIC expects to use as its 
own. This is where the problem arises 
with your custom characters turning to 
garbage when your program runs. 
BASIC expects to use this area for its 
own purposes. As it uses more and 
more variables, memory fills up, and 
before long your character shapes have 
been overwritten by BASIC. 

There are a couple of things you 
can do to get around this problem. 
Move the characters to another loca- 
tion, or move BASIC. Moving the 
character sets requires moving the vid- 
eo banks, which also means you have 
to move the screen and the HIBASE 
pointer at 648. If you do this, then you 
have to either disable the Restore key 
or avoid pressing Run/Stop-Restore. 
Most programmers find it easier to 
move BASIC to another location. To 
transfer the start of BASIC from 2048 
to 16384 (which is just past the end of 
your character set), enter the following 
lines in direct mode before you load 
your program: 


POKE 43,1:POKE 44,64: POKE 
16384,0: NEW 


An ST Magazine? 
First of all, I want to say that I’m not 
precisely happy with your decision to 


TSS ST 


integrate Gazette into COMPUTE. Of 
course, I understand your decision, 
since there are fewer 64 owners; that 
means fewer subscribers. But I think 
you're going to lose more subscribers 
with this decision. Time will tell. Any- 
way, I’ll probably renew my subscrip- 
tion, since I don’t know of any good 
Commodore-only magazine other 
than yours. 

The main purpose of this letter is 
not to complain, however. I’ve just 
bought an Atari 520 ST (I'll keep my 
good old 128), and I was wondering if 
you publish any ST-specific maga- 
zines or books. 


JOSE LUIS REGUEIRO 
MONTEVIDEO, URUGUAY 


As 8-bit Commodore users upgrade to 
other systems, they also make changes 
in the computer magazines that they 
buy. It’s true that Gazette doesn’t have 
as many subscribers as it did when in- 
terest in the 64 was at its peak, but a 
more significant problem is the shrink- 
ing number of advertisers. For most 
publications to remain healthy, they 
must have advertisers as well as sub- 
scribers. Look at a Gazette from a few 
years ago and then look at this issue. 
Compare the number of ads for Com- 
modore-related products. 

By combining Gazette with 
COMPUTE, which now has a PC fo- 
cus (and more advertisers), we can 
somewhat offset the loss in 64 advertis- 
ing revenue and yet still provide Com- 
modore owners with the useful, 
entertaining, and informative material 
that they want. 

From 1986 until 1988, we pub- 
lished COMPUTE!’s Atari ST Maga- 
zine with a companion disk. It failed 
to attract sufficient advertisers or a 
large enough base of subscribers to re- 
main profitable. Back issues of the 
magazine and disk are still available. 
The price for each magazine and disk 
combination is $8. Foreign orders 
should add $6 for postage. To order 
back issues of any of our magazines, 
write to our Greensboro, North Caroli- 
na, address printed below. 


Ifyou have a question, comment, or 
problem, we want to hear from you. 
Send your letters to Gazette Feedback, 
COMPUTE Publications, 324 West 
Wendover Avenue, Suite 200, Greens- 
boro, North Carolina 27408. o 


PROGRAMMERS PAGE 


R AN D Y 


T HOM PS ON 


aa 


his month “Programmer’s Page” 

presents 128 programming tipsp— 

that is, programming tips for the 

Commodore 128 (not 128 tips). 
Got it? Good! 


Taking It with You 

Like to move to 64 mode without los- 
ing the current BASIC program? It’s 
easy. Simply enter the following 
commands: 


POKE 43,1 
POKE 44,28 


These POKE statements tell the 
64 portion of your computer that the 
current BASIC program may be found 
in memory at 7169 ($1C01), the de- 
fault location in 128 mode. 


HENNING VAHLENKAMP 
MATAWAN, NJ 


Timely Program Saves 
This util.ty programs one of your 
computer’s function keys so that it 
saves the current BASIC program to 
disk. To keep successive saves sepa- 
rate, the elapsed time is added to the 
end of the program’s filename. 

When you run this utility, you 
are asked to enter a filename and a 
function-key number. As an example, 
enter MYPROGRAM,, 5 (the 5 speci- 
fies the f5 key). Answer Yes at the RE- 
SET CLOCK prompt. Next, load the 
program you want to edit, make your 
changes, and then press f5. If 20 min- 
utes and 32 seconds have elapsed, 
your program will be saved to disk 
using the filename MYPROGRAM 
002032. Now let’s say you make addi- 
tional changes which take exactly 5 
minutes. When you press f5, the pro- 
gram is saved with the filename 
MYPROGRAM 002532. 


10 C$=CHR$(34):BL$=“ 9 

20 INPUT “PROGRAM NAME, 
FUNCTION-KEY 
NUMBER”;P$,K 

30 P$=LEFT$(P$+BL$,10) 

40 PRINT “RESET CLOCK?” 

50 GET K$:IF K$<>“Y” AND 
K$<>“N” GOTO 50 


60 IF K$=“Y” THEN 
TIS=“000000" 

70 KEY K,“DSAVE” +C$+P$+ 
C$+TIS+CHRS(13) 


In addition to providing a way to 
differentiate between multiple ver- 
sions of the same program, this utility 
also allows you to see how much time 
you spend between programming 
sessions. 


JAMES A. SWIFT 
ORLANDO, FL 


HANDY 
PROGRAMMING 


FOR THE 


128 ONLY 


In Focus 

To increase the readability of the 
128’s 80-column screen, try entering 
the following POKEs: 


POKE 54784,9 
POKE 54785,232 


This smooths out the vertical ap- 
pearance of the 128’s slightly grainy 
80-column character set. 


JESSE SIEHLER 
CUMBERLAND, MD 


Undocumented Info 

Although it’s not mentioned in the 
128 System Guide, you can use 
CTRL-S instead of the Scroll Lock 
key to pause screen scrolling. Press 
any other key to continue scrolling. 
Another undocumented keyboard tip 
is the ESC ESC sequence. Hitting the 
Escape key twice provides an alterna- 
tive to the traditional ESC O sequence 
for canceling quote mode. 


If you have a 128D or 128 witha 
ROM upgrade, enter the following 
instructions. 


BANK15:FOR L=25589 TO 
25611:PRINT CHR$ 
(PEEK(L));:NEXT 


It reveals a secret message. 


HENNING VAHLENKAMP 
MATAWAN, NJ 


Double-Spaced Listings 

With the 128’s expanded memory, 
programs can reach enormous 
lengths. Large BASIC listings can be- 
come quite a headache to debug, too. 
The following function-key definition 
can help out. After executing the code 
below, pressing the f7 key prints a 
double-spaced program listing to the 
screen. 


KEY 7,“OPEN128,3: 
CMD128:LIST:CLOSE128: 
A?+CHRS(13) 


Note the A at the end of the func- 
tion-key string. This forces a syntax 
error which resets the computer’s text 
output to normal, single-spaced print- 
ing. Without this A, strange side ef- 
fects occur. If you’d like the option to 
list a specific range of program lines, 
use these function-key definitions: 


KEY 7,“OPEN128,3: 
CMD128:LIST” 
KEY 8,“:CLOSE128: 
A”+CHRS(13) 


To use these keys, press f7, enter 
the line-number range you want to list 
(or don’t enter anything if you want to 
list the entire program), and then 
press f8. 

ARTHUR MOORE 
ORLANDO, FL 


“Programmer’s Page” is interested in 
your programming tips and tricks. 
Send all submissions to Programmer's 
Page, COMPUTE’s Gazette, 324 West 
Wendover Avenue, Suite 200, Greens- 
boro, North Carolina 27408. We'll pay 
$25-$50 for each tip we publish. o 


JULY 


IOC a COMPUTE G19 


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MACHINE LANGUAGE 


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Esai, -.D} 


rogramming hi-res graphics on 

the Commodore 64 or 128 (in 40- 

column mode) has always been a 

mystery to newcomers. The most 
confusing thing about the Commo- 
dore hi-res screen is the fact that it 
isn’t laid out the way you might ex- 
pect. The eighth pixel on the top row 
of the screen appears next to the 
ninth, but they are actually eight bytes 
apart. As you might expect, plotting 
points on a screen like this can in- 
volve some pretty complicated math. 

This month’s column should 
make it crystal clear. Given X (0-319) 
pixels from the left of the screen, and 
Y (0-199) pixels from the top, the cal- 
culation goes as follows. Divide X and 
Y by 8 (keeping the remainders XR 
and YR). The quotients represent the 
row (0-39) and column (0-24) of the 
character cell in which the pixel is lo- 
cated. Multiply the Y quotient by 40 
and add the X quotient; that gives the 
character cell number. Multiply this 
result by 8 to get the byte number for 
the start of the graphics cell memory; 
add YR to get the actual byte. The re- 
sulting number, from 0 to 7999, deter- 
mines the byte within graphic 
memory. Add the graphics base to get 
the actual address. The XR value will 
tell us which of the eight bits will be 
involved. 

It sounds complex, but it can be 
worked out neatly in machine lan- 
guage. Multiplying and dividing by 8 
is just a matter of three shifts, left or 
right. Dividing by a value such as 8, 
the remainder is even easier: The 
AND function will extract it for us. 
Looking more closely, we see that a 
division by 8 is followed by a multi- 
plication by 8; that provides another 
shortcut. 

In fact, multiplying by 40 seems 
to be the hardest part, and that’s just 
multiplying by 5 and then by 8. 

Assuming that the graphics base 
is at address $2000, and that the user 
will POKE values of X into addresses 
78 (high byte, $4E) and 79 (low, $4F), 
and POKE Y into address 80 ($50). 


LDA $50 


033C AS 50 


033E 29 07 AND #$07 
0340 85 52 STA $52 


Note that the EOR command will 
produce the equivalent of INT(Y/8)*8 
ina single instruction. We'll do this 
again later for X. 


0342 45 50 EOR $50 
0344 85 FC STA $FC 
0346 A2 00 LDX #$00 
0348 86 FD STX $FD 


CALCULATING 
HI-RES 
SCREENS 


IT ALL 


ADDS UP 


We'll multiply by 4 and add the 
original value to get the effect of mul- 
tiplying by 5. We're arriving at the 
equivalent of INT(Y/8)*40. 


034A 06 FC ASL $FC 
034C 26 FD ROL $FD 
034E 06 FC ASL $FC 
0350 26 FD ROL $FD 


The earlier value is still in A, so 
we may add immediately. Can you 
see why we may be sure that the carry 
flag is clear? 


0352 65 FC ADC $FC 
0354 90 02 BCC $0358 
0356 E6 FD INC $FD 


The calculated value is in the A 
register (low) and address $FD (high). 
Next you want to multiply by 8, so 


continue to use A. A loop is possible, 
but straight code is easy. 


0358 OA ASL 
0359 26 FD ROL $FD 
035B 0A ASL 
035C 26 FD ROL $FD 
035E 0A ASL 
035F 26 FD ROL $FD 
0361 85 FC STA $FC 


Time to work on X. 


0363 AS 4F LDA $4F 
0365 29 07 AND #$07 
0367 85 51 STA $51 
0369 45 4F EOR $4F 


The three low bits of the A regis- 
ter must be 0. We want to add the val- 
ue in A to the value in $FC and $FD, 
and then add the Y remainder that we 
stored long ago in address $52. These 
values have no bits in common, so we 
can combine them and save a step 
using the ORA instruction. 


036B 05 52 ORA $52 
036D 65 FC ADC $FC 
036F 85 FC STA $FC 


Video base address is assumed as 
$2000. 


0371 A5 4E LDA $4E 
0373 09 20 ORA #$20 
0375 65 FD ADC $FD 
0377 85 FD STA $FD 
0379 60 RTS 


In the above coding, the carry flag has 
been doing exactly the right thing ev- 
ery time. A happy occurence. 

Address FC/FD contains the ad- 
dress of the byte for manipulation. 
You'll need this bit-lookup table. 


037A 80 40 20 10 08 04 02 01 


Finally, this calling routine will 
calculate the location and set the 
pixel. 


0382 20 3C 03 JSR $033C 
0385 A6 51 LDX $51 


G20 COMPUTE JULY 


WEN 4 


MACHINE LANGUAGE 


0387 AO 00 LDY #$00 
0389 B1 FC LDA ($FC),Y 
038B 1D 80 03 ORA $037A,X 
038E 91 FC STA ($FC),Y 
0390 60 RTS 


POKE 78,X-high (0 or 1); POKE 
79,X-low; POKE 80,Y and then SYS 
898 (that’s address $382), and the 
pixel will be plotted. Although the 
above might seem like a lot of code, 
it’s surprising how much good math 
you can pack into a relatively brief 
machine language program. 

The following BASIC program 
may seem slow, but that’s the fault 
of BASIC, not the ML code. Note 
that address 8192 (hex 2000) is with- 
in the activity area of the BASIC lan- 
guage; a larger program using this 
kind of code would need to look 
carefully so that the screen would 
not collide with BASIC. 


108 DATA 165,80,41,7,133,82 
118 DATA 69,88,133,252,162,0 
128 DATA 134,253,6,252,38,253 


1308 
148 
158 
168 
1708 
188 
198 
2008 
210 
2208 
230 
308 
3108 
320 
330 
348 
408 
4168 
420 
458 
460 
476 
486 
490 
506 
5168 
526 
538 


DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 


6, 252,38, 253,101,252 
144,2,230,253,10,38 
253,10,38,253,18,38 
253,133,252,165,79, 41 
7,133,81,69,79,5,82 
101,252,133,252,165 
78,9,32,101,253,133 
253,96,128,64,32,16,8 
4,2,1,32,68,3,166,81 
DATA 160,0,177,252,29,122 
DATA 3,145,252,96 

FOR J=828 TO 912 

READ X:T=T+X 

POKE J,X 

NEXT J 

IF T<>9391 THEN STOP 

REM SWITCH IN HI-RES 

POKE 53272,24 

POKE 53265,59 

REM CLEAR COLOR 

FOR J=1024 TO 2047 

POKE J,118:NEXT 

REM CLEAR CHARACTER 

FOR J=8192 TO 16383 

POKE J,@:NEXT 

FOR X=30 TO 200 
Y=20:GOSUB 900 
Y=X-10:GOSUB 900 

54 Y=X-9:GOSUB 900 

550 NEXT X 

798 FOR J=1824 TO 2047 

800 POKE J,32:NEXT 


REM SWITCH OUT HI-RES 
POKE 53272,20 

POKE 53265,27 

END 

POKE 78,X/256 

POKE 79,(X AND 255) 

POKE 88,¥:SYS 898 

RETURN a 


818 

828 
838 
846 
906 
910 
920 


938 


Use the handy ~ 
Reader Service Card 
in the back of the 
magazine to receive 
additional information 
on our advertisers. 


———— 


1990 Gazette Index 


Everything’s included! 


Features, 
education/home applications, 


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Choose from three modes of operation—browse for quick 
scanning, view for detailed information and descriptions, 
and edit for adding items from upcoming issues—and 
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Send your order to 1990 Gazette Index, 324 W. 
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BEGINNER BASIC 


Ithough we studied this not long 
ago, we'll continue our BASIC 
math with a review of the some- 
what arcane, but nevertheless 

quite useful, trigonometric functions 
sine, cosine, and tangent (or SIN, 
COS, and TAN, as they are used in 
BASIC). But first a brief course in 
trigonometry. 

Triangles are the reasons trig ex- 
ists. Without those ubiquitous three- 
sided figures, SIN, COS, and TAN 
probably would never have been in- 
vented. In the good old days, you had 
two methods for finding various sides 
and angles in triangles: trigonometry 
tables in books and a slide rule. 
Thanks to calculators and computers, 
trig functions are now a mere keypress 
away and more accurate than either 
the slide rule or tables. SIN, COS, and 
TAN can handle most triangulation 
problems you’d want to solve. Yes, 
there are more trig functions, but 
most of them can be derived from 
these basic three functions. 

To use trig to discover unknown 
sides or angles, the triangle must be a 
right triangle—that is, one angle must 
equal 90 degrees. (In this column, tri- 
angle means “right triangle.”’) 

You must also know at least two 


Figure 1 


other things about it: the length of one 


[ESP AR Raney, 


Cc OTTON 


side and the size of one angle, or the 
length of two sides. However, know- 
ing all the angles is not sufficient to 
calculate the sides. Possibly the most 
common triangle is a 45-45-90 (so 
called because of its angles); both its 
short sides are the same length. 

The next most common is a 30- 
60-90. The length of its shortest side is 
always half the length of its longest. 
Notice that the sum ofa triangle’s an- 
gles is always 180 degrees; if you know 
two angles, just subtract their sum 
from 180 to find the third angle. By 
knowing the lengths of any two sides 
ofa triangle, you can find the length of 
the third side by using squares and 
square roots (see last month’s col- 
umn). Here’s an example: 


10 PRINT“[CLR|[DN]IF YOU DON’T 
KNOW A SIDE,” 

20 PRINT“JUST PRESS RETURN.” 
:PRINT 

30 INPUT“LONGEST SIDE”;SL 

40 INPUT“SHORTEST SIDE”;SS 

50 INPUT“SECOND LONGEST 
SIDE”;SM 

60 IFSL=0THENUS=SQR(SSt2+SM12) 

70 IFSM=0THENUS=SQR(SLt2—SS?2) 

80 IFSS=0THENUS=SQR(SLt —SM1 2) 


100 PRINT:PRINT“UNKNOWN SIDE 
IS"US 


When running this program, just 
press Return to denote the side you’re 
trying to find. For instance, if you 
press Return at the first prompt, the 
value of the longest side will be 0. 
Then, after you enter the values of the 
two other sides, line 60 will execute. It 
detects that SL (the longest side) is 0, 
or unknown, and calculates its value. 

We're using the Pythagorean 
theorem, which says that the square of 
the longest side of a triangle is the sum 
of the squares of the other two sides. 
Look at line 60. US (the unknown 
side) is calculated by taking the square 
root of the sum of the squares of the 
other two sides. Remember that math 
inside parentheses is done first. There- 
fore, SS (the shortest side) is squared 
first; then SM (the next longest side) is 
squared before those two numbers are 
added. The square root of that num- 
ber is taken, giving the length of the 
longest side. 

Line 70 or 80 is used if the long- 
est side and one of the shorter sides 
are known. The longest side is 
squared first; then the known short 
side is squared. The latter result is 


KNOWN ANGLE 


ADJACENT 


OPPOSITE 


Figure 2 


G22 COMPUTE JULY 


NOR 


BEGINNEI BASIC 


subtracted from the former, and the 
square root of that result is taken to 
get the answer. One of the IF-THENs 
will always be true if two legal values 
are entered. Even though three ques- 
tions are always presented, only two 
positive values can be entered. Line 
100 always prints the answer. 

Try entering 5 for the longest side 
and 3 for the shortest. The second 
longest side will be 4. Another whole- 
number triangle is one whose sides are 
5-12-13. In other words, if you just 
press Return at the first prompt and 
then enter 5 and 12, the answer will be 
13. If you enter 13, skip the next, and 
enter 12 for the second longest side, 
the answer is 5.0000001, which should 
be exactly 5. 

The reason for the very slight 
mathematical error is that the com- 
puter converts every decimal number 
you enter to a binary number, does 
the calculations in binary math, and 
then converts the binary answer back 
to decimal form. Some accuracy is 


COMPUTE’s 


lost in this conversion process. 

SIN is simply a ratio of the 
lengths of two sides ofa triangle. Ina 
30-60-90 triangle, ifthe shortest side is 
5 feet, the longest will be 10 feet. The 
ratio of the two sides is 5:10, which 
can be written 5/10 or .5. The shortest | angle is called the adjacent side, and 
side will be opposite the 30-degree an- | the long side is the hypotenuse. (See 
gle. The SIN of 30 degrees is .5. The 
SIN of any angle is the ratio of the 
side opposite the angle to the longest 
side. (See figure 1.) 

To find this value using the com- | 10 INPUT“{CLR][DNJSHORT SIDE”;SS 
puter, try entering the following in the | 20 INPUT“[DNJANGLE OPPOSITE 
immediate mode. 


PRINT SIN(30) 


Surprisingly, the computer spits out 
—.988031623. What gives? 

The computer calculates trigono- 1S"SM 
metric functions in radians. There are | 80 PRINT:PRINT“SHORT SIDE IS”SS 
pi (about 3.14) radians in 180 degrees; | 90 PRINT:PRINT“ANGLES ARE 90,"KA“, 
one degree equals about .017 radian. 
Therefore, in order to calculate SIN in 
degrees we must type the following: 


PRINT SIN(30*7/180) 


This will yield the correct answer, .5. 
The side opposite the known an- 

gle is called, appropriately, the oppo- 

site side. The side next to the known 


figure 2.) As an example, if you know 
one angle and its opposite side, you 
can calculate everything else. 


SHORT SIDE”;KA 
30 SL=SS/SIN(KA*r/180) 
40 AN=180-90-KA 
50 SM=SQR(SL112-SSt12) 
60 PRINT:PRINT“LONG SIDE IS’SL 
70 PRINT:PRINT“NEXT LONGEST SIDE 


AND” AN 


Next month: more trig! 


SpeedScript Disk 


A powerful word processing 
package for Commodore 64 
and 128 owners 


A Great Deal for Commodore 
Users! 


° SpeedScript for the 64 

¢ SpeedScript 128—80-column version 
¢ Spelling checkers 

* Mail merge 

° Date-and-time stamp 

¢ 80-column preview for the 64 

¢ Turbo save and load 


¢ Plus more than a dozen other SpeedScript 
support utilities all on one disk (includin 
full documentation) 


| YES! Send me 
SpeedScript Disk. 

| I've enclosed $11.95 plus $2.00 postage and handling. (Outside 
U.S. and Canada add $1.00 for surface mail or $3.00 for 

| airmail.) 


copies of COMPUTE’s 


Amount 


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: ORDER NOW! Sales Tax 


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orders, add 7% good and services tax. 


Please allow 4-6 weeks for delivery. Program available only on 5%4-inch disks. 


VeUG Lye slmOmone COMPUTE G23 


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DIVERSIONS 


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DiaesG NGA zo 


° 


bout a year ago I wrote a column 

announcing the Design-a-Robot 

Contest. Shortly after that piece 

appeared, COMPUTE! Publica- 
tions went through major changes, 
and the Design-a-Robot Contest had 
to be postponed. Recently we’ve had a 
resurgence of interest in this contest, 
so we've decided to run it again. 

When I was a little kid, the only 
robots I saw were on TV and in the 
movies. Back then there were no real 
robots, only robots of fantasy and sci- 
ence fiction—robots like Robbie, To- 
bor, Klaatu, and Gog. That didn’t 
stop me from trying to build a robot 
of my own. I scavenged parts from old 
bicycles, washing machines, photo- 
copiers, and toasters. I once even used 
a bedpan as a robot's body. During 
school I daydreamed about building a 
robot of my own—a man Friday, a 
servant, a buddy, a friend. 

When I grew up, I learned that 
while I was dreaming up make-believe 
robots, real robots were being built in 
the U.S., Europe, and Japan. The real 
robots looked like long skinny sea 
monsters with pliers for jaws. They 
were called robot arms and were bolt- 
ed to factory floors. They painted cars, 
welded, and lifted heavy objects. 

NASA built other robots and 
launched them into outer space. In 
space or on earth, robots journeyed 
where humans could not go—into the 
poisonous atmosphere of Venus, the 
crushing gravitational pressure of 
Jupiter, and the cores of nuclear reac- 
tors. They became a sort of human 
telepresence that could explore the 
universe and take risks we humans 
dared not take. 

Robots began doing jobs that 
were dull, dirty, or dangerous. Robots 
never got sick, didn’t take coffee 
breaks, had an infinite attention span, 
and could work three shifts without 
dropping. Bosses liked them because 
they never talked back, didn’t go on 
strike, and didn’t belong to a union. 

All these outer space, undersea, 
and factory robots were neat, but they 
weren’t what I really wanted. I wanted 
a robot like C3PO, R2D2, or Vincent 


in Walt Disney’s The Black Hole. 

For a while, in the early 1980s, it 
looked as if I would get my wish. As 
personal computers grew in populari- 
ty, a new field of personal robotics 
emerged. An International Personal 
Robotics Congress was held in Albu- 
querque, New Mexico, in April 1984. 
Thé following two years personal ro- 
bots were everywhere. Every week new 
robots came to my house so I could re- 
view them for COMPUTE!’s Gazette 
or for the TV program I was on, “The 
New Tech Times.” When the show's 
TV crew arrived, I would plug the ro- 
bots into my Commodore 64, turn 
them on, and let them roam the house. 


THE CONTEST 
RETURNS: 


DESIGN 
AROBOT 


For one of the TV shows I had 27 ro- 
bots (monkeys, turtles, and robo-balls) 
all running at the same time. 

I was in seventh heaven. My 
childhood dreams had (almost) come 
true. But then the bottom fell out in 
the personal robotics business. No 
new robots came to stay. I was sad. I 
missed the whir and buzz of the little 
motors, the tire tracks across my 
scrambled eggs, and the occasional 
wandering robot who ended up stuck 
in the bathtub, wedged under the toi- 
let, or lost among the galoshes in the 
back of the closet. I missed their chip- 
per voices, their songs (like “Old Mac- 
Donald Had a Robot”), and their 
clever remarks when they encoun- 
tered the broom or the cat. “Hi!” 


they'd say. “Are you a human being?” 

I can’t wait around any longer. If 
the robot revolution isn’t going to 
happen on its own, I’ll make it happen 
with the Design-a-Robot contest. 

Entering the contest is easy. All 
you have to do is invent a new per- 
sonal robot on paper. It can be com- 
pletely original or a combination of all 
the robots you’ve seen, dreamed 
about, or imagined. Draw a picture of 
the robot, label all of its interesting 
parts, and describe what each part 
does. Show me how the robot relates 
to your computer. Does the computer 
control the robot? Does it program the 
robot? If so, how? How are the signals 
and commands transmitted and re- 
ceived? What kind of programming 
language should the robot use? Can 
you invent commands of your own? 

Along with the robot’s diagram I 
would like a short description of what 
robots mean to you. Reach down into 
your heart. What would you do if you 
had a robot just like the robot you’ve 
designed? Be specific. Be imaginative. 
Be wild. Send me your creations. 

All entries must be received by 
August 30, 1991, and winners will be 
selected by October 15. The first-place 
winner will receive a model robot val- 
ued at $200; five runners-up will each 
receive a smaller robot valued at $30. 

Please send me your contest en- 
try (pictures, labels, description, and 
so on) to Design-a-Robot Contest, 
COMPUTE Publications, 324 West 
Wendover Avenue, Suite 200, 
Greensboro, North Carolina 27408. 
Be sure to include your name, ad- 
dress, and telephone number. Win- 
ners must consent to have their robots 
featured in a future “D’Iversions” col- 
umn without additional compensa- 
tion. The odds of winning a prize will 
be determined by the number and 
quality of entries. The decision of the 
judges will be final, and COMPUTE 
Publications cannot be held responsi- 
ble for entries misdirected in the mail. 
Entries become the property of COM- 
PUTE Publications and cannot be re- 
turned. Employees of COMPUTE 
Publications are not eligible. o 


G@24COMPUTE JULY 


Ch al 


PROGRAMS 


sil 


n ancient times humans regarded 

Jupiter as the ruler of the sky. Re- 

cently, interest in the giant planet 

has rocketed due to the wealth of 
new information discovered by the 
Voyager spaceships. This program 
displays the 16 major moons and their { 
orbits around Jupiter. 

The program consists of two 
modules: JUP.BAS and JUP.ML. The 
first is written in BASIC. To avoid 
typing errors, use The Automatic 
Proofreader to type it in; see “Typing 
Aids” elsewhere in this section. When 
you’ve finished typing it in, be sure to 
save a copy of the program. 

The second part of the program, 
JUP.ML, is written in machine lan- 
guage. Enter this module with MLX, 
our machine language entry program; 
again, see “Typing Aids.” When MLX 
prompts you, respond with the values 
given below. 


Starting address: C000 
Ending address: C18F 


When you've finished entering 
JUP.ML, be sure to save it with that 
name to the same disk as JUP.BAS. 
Load and run JUP.BAS; it will auto- 
matically load JUP.ML. 


Choosing Moons 

After a short pause, the main menu 
will appear. You'll see a list with Jupi- 
ter at the top, then the 16 moons, 
starting with Metis (the moon closest 
to the planet) and ending with Sinope 
(the moon farthest from Jupiter). 

Use the up- and down-cursor 
keys to select which moon orbits you 
wish to see. Discs on the left of the 
screen will indicate which moons are 
currently selected. You can choose a 
group of either four or eight moons. 
Press the G key to display the moon 
orbits. After a pause for calculations, 
the graphic screen will appear. 


Orbit Graphics 

Jupiter is shown in the center of the 
screen. The scale depends on which 
moons you select, so Jupiter will ap- 
pear as a circle when you select the in- 


Mr 0..NU> cE 


ner moons and as a dot when you 
select the outer moons. 

The moons are shown as dots at 
various distances from the planet. Press 
G, and the moons will move around 
the planet in their orbits, leaving a trace 
behind them. You can adjust the speed 
of the graphics by pressing the F key 
(faster) or the S key (slower). 

At the lower left corner of the 
screen, a readout shows how many 
earth days have elapsed. The innermost 
moons take only a few hours to com- 
plete an orbit. The outermost moons 
take more than an earth year. To halt 
the moons, press X. 


MOONS OF 
JUPITER 


LEARN MORE ABOUT 


THE NUMEROUS 
MOONS THAT ORBIT 
AROUND THE PLANET 
JUPITER WITH THIS 
ASTRONOMY 
PROGRAM FOI 
THE 64 


Names and Facts 
While the graphic screen is halted, you 
can identify the moons shown by press- 
ing the N key. A moon will flash while 
its name appears on the screen. To 
identify the next moon, press N again. 
When a moon is flashing, you can 
press I to view information about it. 
To exit from any part of the pro- 
gram, simply press X. It will take you 
back to the previous screen. 


DGEwoOR 


TH 


Comparing Moons 

Go back to the main menu and press 

the C key. The comparison menu will 
appear. Now hit P, D, E, or S to com- 
pare period, distance, eccentricity, or 

size, respectively. To make the figures 
more meaningful, the corresponding 

data for our own moon is also shown 

for comparison. 


Customizing 

You can easily change the program’s 
colors on line 380. CO is the border 
color, Cl is the screen color, C2 is the 
text color, and C3 is the color used for 
Jupiter and moon traces. Similarly, 
you can change the 16 moon colors on 
line 390, but don’t make anything the 
same color as the screen, or it will be 
invisible. 

Callistro’s orbit should appear 
circular on your screen. If not, try 
slightly adjusting the value of SC on 
line 380. 

If you want to tinker with the or- 
bits, here’s the data format in lines 
110-270: name, diameter, semimajor 
axis, eccentricity, period, longitude of 
perihelion, longitude at start. 


Notes 

The graphics show views approxi- 
mately from the ecliptic north. When 
viewed from the north, all the planets 
and most of the moons in our solar 
system orbit counterclockwise. Notice 
that four of Jupiter’s moons orbit the 
other way around. One possible expla- 
nation is that they might have been 
asteroids captured by Jupiter’s gravi- 
tational field. 


JUP.BAS 


RF 166 REM COPYRIGHT 1991 - CO 

MPUTE PUBLICATIONS INTL 
LTD ~ ALL RIGHTS RESER 

VED 

DATA METIS,40,128,9,.29 
5,6,0 

DATA ADRASTEA, 40,129,6, 
+295,8,126 

DATA AMALTHEA, 276X165X1 

50,180,.003,.489,0,281 

DATA THEBE,80,222,.013, 
-678,6,331 

DATA 10,3646,422,.004,1 
-77,6,233 


JK 116 


DX 126 
PF 136 
MD 146 


XP 156 


JHU LOY, 


THORS S) COMPUTE G25 


@ 
~ 
3 
Wi 
« 
3 
Qa 
° 
= 
= 
° 
cs) 
ky 
in 
fies 
i] 
N 
I 
Lo) 


PROGRAMS 


RS 


FS 


RF 


EK 


PG 


KA 
BR 
BS 
JA 


KM 
BS 


KH 


PM 
KP 


FC 
QQ 
KP 
CB 


JD 


G26 COMPUTE 


166 
176 
186 
196 
266 
216 
226 
236 
246 
256 
260 
276 
286 
296 
300 


316 
326 
336 
346 


356 
366 


378 


386 
396 
400 
41d 
426 
430 
446 
456 


466 
476 


486 


490 
508 


516 
526 
536 
546 


550 


DATA EUROPA, 3100,671,.8 
1,3.55,8,273 

DATA GANYMEDE ,5276,1670 
1 -001,7.16,0,81 

DATA CALLISTO, 4996,1885 
1 -007,16.69,8,332 

DATA LEDA,16,11116,.147 
1240,280,309 

DATA HIMALIA,96,11476,. 
158,251,249,101 

DATA LYSITHEA,16,11719, 
-107,266,11,297 

DATA ELARA, 32,11746,.26 
7,266,149,81 

DATA ANANKE,16,21200,.1 
7,-610,186,36 

DATA CARME,16,22660,.21 
17698,6,239 

DATA PASIPHAE,16,23508, 
-38,-734,6,90 

DATA SINOPE,16,23706,.2 
8,-760,226,243 

DATA OUR MOON, 3478,384, 
-055,27.32,0,0 
IFI=Q@THENI=1:LOAD"JUP.M 
L",8,1 

POKE55 ,@: POKE56,136:CLR 
7Q=16 

DIMSN (255) ,CS(255) ,NAS( 

Q) ,DI$(Q) ,CR(Q) ,RA(Q) ,E 

C(Q) ,PE(Q) ,PA(Q) ,EA(Q) 

V=53248: PP=34816:SP=368 
56 
$1=53200:S2=S1+8:S3=S2+ 
8 
¥C=139.5:XC=173.5:MI=G: 
RJ=71.6 

TTS$="{RVS} THE MOONS OF 
JUPITER {OFF} 

{2 SPACES}" t 
CPS$="COMPUTE PUBLICATIO 
NS INTL LTD (C) 1991" 

WT$="{3 DOWN}CALCULATIO 

NS WILL TAKE A FEW SECO 
NDS ...":CMS="COMPARISO 
" 


N 

DJ$=" DISTANCE FROM CEN 
TER OF JUPITER": TKS="TH 
OUSAND KM" 
CG=66:C1=6:C2=14:C3=11: 
SC=1.3 

DATA 2,3,4,5,6,7,8,9,16 
712,13,14,15,4,3,2 
PRINT" {CLR} "CHRS$ (142) CH 
R$ (8) :CT=11 
POKEV+32,C@: POKEV+33,C1 
2 POKE646,C2 

PRINT CPS$:PRINT 
PRINTTAB (8) TT$: PRINTWTS 
FORI=6T0255: J=1*J/128 
SN (I) =SIN(J) :CS (TI) =COS( 
J) NEXT 

FORN=8TOQ 
READNAS (N) ,DIS(N) ,RA(N) 
rEC(N) ,PE(N) -J,K 

PA (N) =(J*256/360+.5) AND 
255 

EA (N) =(K~J) /366:NEXT 
FORN=@8TOQ-1:READCR(N) :N 
EXT 

FORI=PPTOPP+126: POKEI,@ 
:NEXT 
POKEPP+28,112:POKEPP+31 
7112 
POKEPP+34,112:POKEPP+89 
7112 
POKEPP+92, 248: POKEPP+95 
7248 
POKEPP+98 , 248: POKEPP+1G 


JULY 


MS 


RC 
BE 


PE 


JB 


EK 
AQ 
CK 
KP 
DB 


JF 


MX 
XD 
GJ 
sp 
xd 


PE 


AF 
AG 
sp 
BJ 
QP 
MC 
EM 
xc 
HF 
FH 
GS 
AR 
FE 
BD 
BQ 
sQ 
BX 
MF 
AS 
QP 
PH 
GK 
FP 


MM 
DS 


JH 
SG 
PE 
MJ 


sG 


56a 


576 
580 


590 
668 
610 
620 
630 
646 
659 
666 
676 
680 
690 
700 
716 
726 
736 
748 
750 
760 
776 
788 
798 
868 
816 
826 
830 
840 
850 
860 
876 
886 
890 
900 
910 
920 
936 
940 
958 


966 
9768 


986 
998 


1,112 

T=G: PRINT" {CLR} "TTS"MAI 
N MENU": PRINT 
PRINTCHRS (113) "JUPITER" 
FORI=GTO15: PRINT" "NAS ( 
I) NEXT 

PRINT: PRINT"UP/DOWN=SEL 
ECT MOONS" 

PRINT"G=GO": PRINT"C=COM 
PARE": PRINT"E=END PROGR 
Am" 

IEMI>6THENMI=@ 
IEMI<OTHENMI=6 
BI=(6ANDMI) *2 
BO=BI+3+4* (1ANDMI) 
PRINT" {HOME} {2 DOWN}":F 
ORI=0TO15 
J=113:1IFI<BIORI>BOTHENI 
=32 

PRINTCHRS (J) :NEXT 
POKE198,0 

GETK$: IFKS="G"THEN756 
IFKS="C"THEN1200 
IFKS="{DOWN} "THENMI=MI+ 
1:GOTO614 
IFKS$="{UP}"THENMI=MI-1: 
GOTO616 
IFKS<>"E"THEN696 

PRINT" {CLR}":END 

PRINT" {CLR} "TT$:PRINTWT 
$ 
ONMI+1GOSUB776,786,796, 
800,816,826,830:GOTO84G 
TL=.0004:TS=.005:TH=.04 
: RETURN 
TL=,0065:TS=.62:TH=.1:RE 
TURN 
TL=,02:TS=.1:TH=.4:RETU 
RN 
TL=.1:TS=.2:TH=.7:RETUR 
N 


TL=.4:TS=3:TH=12:RETURN 
TL= 'S=4:TH=16:RETURN 
TL=1.5:TS=6:TH=45:RETUR 
N 

MA=RA (BO) * (1+EC (BO) ) 
YS=99/MA:XS=YS*SC 
QB=BO-BI:CN=9 
FORN=0TOQB: POKEV+39+N,C 
R(N+BI) :NEXT 
FORI=0T023:POKES1+I,@:N 
EXT:SYS49281 
POKE53247,C1+C3*16:SYS4 
9521 
FORI=368G8TOI+63:POKEI, 
32:NEXT 


SYS49268 

IFMI<3THEN968 
FORI=158T0160:FORJ=98TO 
166 
POKE253,1:POKE254,0:POK 
E255,3 
SYS49373:NEXT:NEXT:GOTO 
1666 


FORI=0T0255 
POKE253,159.5+XS*RJ*SN( 
I) : POKE254,¢ 
POKE255,99.5+YS*RJ*CS (I 


) 
SYS49373:NEXT 


1668 GOSUB1986:GOSUB1699 
1619 FORN=@TOQB:M=N+BI:E=EC 


(M) 


=EA (M) +T/PE (M) 


1626 A=((A-INT(A))*256+.5)A 


ND255: IFE<.1THENX=-CS ( 
A) :Y=SN(A) :GOTO1@5@ 


QD 1038 2=(E*E-1)/(E*CS(A)-1): 


X=2*E-Z*CS (A) :Y=Z*SN(A 
) 


XE 


MF 


1646 


1058 
1666 


1676 


1686 
1096 
1166 
1110 
1126 
1136 
1146 
1158 
1160 
1176 
1186 


1196 
1266 


1216 
1226 


1230 


1246 
1256 
1266 
1276 
1286 
1296 
1368 
1316 
13208 
1336 
1346 


1350 
1366 


1376 
1386 


1396 


1466 
1416 


1426 
1438 


1446 
1456 


1466 
1476 
1486 
1496 
1566 


1516 


I=PA(M) :J=X*CS (I) +¥*SN 
(1) :¥=¥*CS (I)-X*SN(I): 
X=J 

Y=INT (YC+Y*RA (M) *YS) 2X 
= INT (XC+X*RA (M) *XS) 
IFY<4GORY>2390RX<140RX 
>333THENY=0:X=0 

POKES 1+N, INT (X/256) : PO 
KES2+N, XAND255: POKES 3+ 
N,Y:NEXT 
SYS49281:SYS49331:IFHF 
THEN115@ 

PRINT" “RIGHTS(" "+STR 
$(INT(T)) ,3) "{UP}" 
GETKS$: IFKS$=""THENT=T+T 
$:GOTO1616 
IFKS$="X"THENGOSUB1600: 
GOTO115¢ 
IFKS="E"THENTS=TS*1,5: 
IFTS>THTHENTS=TH 
IFKS$="S"THENTS=TS/1.5: 
IFTS<TLTHENTS=TL 
GOTO1106 

POKE198,0 

GETKS$: IFKS="N"THEN1666 
IFK$="G"THENGOSUB1630: 
GOTO1166 
IFKS="X"THENGOSUB2016: 
GOTO566 

GOTO1168 

PRINT" {CLR}"TT$"COMPAR 
E MENU": PRINT 
PRINT"P=PERIOD": PRINT 
PRINT"D=DISTANCE": PRIN 


T 
PRINT"E=ECCENTRICITY": 


SIZE":PRINT 
MAIN MENU" 
POKE198,9 

GETK$: IFKS="X"THEN560 
K=VAL (KS) 
IFKS="P"THEN1340 
IFKS="D"THEN1410 
IFK$="E"THEN146G 
IFKS="S"THEN15206 
GOTO1276 
PRINT" {CLR} "TTSCM$: PRI 
NT 

PRINT"ORBIT PERIOD" 
PRINT" (EARTH DAYS)":PR 
INT 

FORI=6T016 
PRINTNAS (I) ,ABS(PE(I)) 


; 
IFPE (I) <@THENPRINT"RET 
ROGRADE"; 

PRINT: NEXT:GOTO1570 
PRINT" {CLR} "TTSCM$: PRI 
NT 

PRINT"AVERAGE DISTANCE 
FROM PLANET CENTER" 
PRINT" (THOUSAND KM) ":P 
RINT 

FORI=6T016 
PRINTNAS$ (I) ,RA(I) :NEXT 
:GOTO1576 

PRINT" {CLR}"TTSCM$; PRI 
NT 

PRINT"ORBIT ECCENTRICI 
wpa 

PRINT" (CIRCLE=@) ": PRIN 
7 

FORI=@T016 
PRINTNAS (I) ,: IFEC(I)<. 
G1THENPRINTG:NEXT: GOTO 
1578 
PRINTEC (I) :NEXT:GOTO15 
76 


THOSOs } 


PROGRAMS 


DG 1520 PRINT" {CLR}"TTSCM$: PRI NT 
NT DC 1836 PRINT™AVERAGE"DJ$:PRIN 
SB 1536 PRINT"DIAMETER" TRA (CM) TKS: PRINT 
JS 1540 PRINT" (KM) ":PRINT DR 1846 PRINT"MINIMUM"DJS$:PRIN 
QM 1554 FORI=6T016 TINT (RA (CM) * (1-EC (CM) ) 
HE 1560 PRINTNAS(I) ,DI$(I) :NEX +.5)TKS$: PRINT C658:06 DD A9 8C 8D 88 G2 6G 42 
T:GOTO1570 HD 1850 PRINT"MAXIMUM"DJ$: PRIN CG66:78 AY 7E 8D GD DC AY Bl 81 
PG 1570 PRINT: PRINT"X=MENU":PO TINT (RA (CM) * (1+EC (CM) ) 
KE198,@ +.5)TKS$:PRINT 
FA 1586 GETK$:1FK$="X"THEN1206 AM 1860 PRINT"ORBIT ECCENTRICI 
IM 1598 GOTO1589 Ty" 
AB 1668 GOSUB1796 CK 1870 IFEC(CM)<.@1THENPRINTO 
FG 1610 PRINT"G=GO N=NAME X=ME : PRINT :GOTO189G 
NU{UP}" EK 1886 PRINTEC(CM) : PRINT 
CC 1626 HF=1:RETURN HC 1890 PRINT"ORBIT PERIOD" 
XC 1630 GOSUB1796 EE 1909 PRINTABS (PE (CM) ) "EARTH 
JQ 1640 PRINT"{4 SPACES}EARTH DAYS": PRINT 
{SPACE}DAYS{2 SPACES}F RK 1918 PRINT"DIAMETER™ 
=FAST S=SLOW X=HALT BX 1920 PRINT" "DI$(CM)" KM":P 
{uP}" RINT 
BA 1650 HF=@:RETURN QxX 1938 PRINT"X=CONTINUE" 
XS 1666 POKE198,0 BB 1948 POKE198,9 
QM 1676 GOSUB1790:CM=CN+BI PK 1958 GETKS 
FK 1686 PRINT"*"NAS (CM) "*"TAB ( JS 1966 IFKS$="X"THENGOSUB1986: 
11)"I=INFO N=NEXT X=CO GOTO1668 COFG:A6 G2 86 FC GA 26 G2 BA DD 
NTINUE{UP}" XC 1979 GOTO1956 6 62 18 65 FB 85 FB AS FA 
QB 1699 J=9 HF 1986 POKE8G@8,234:SYS49232:S 2 65 FC 85 FC A5 FD 29 79 
AP 1768 J=J3+1:1FJ=1GTHENPOKESP ¥S49248 8 18 65 FB 85 FB A5 FE EG 
+CN,33 FG 1990 POKEV+21,2f (QB+1)-1:PR 5 FC 85 FC A5 FF 29 67 8C 
FS 1710 IFJ>19THENJ=G:POKESP+C INT" {HOME}" 8 65 FB 85 FB AQ AG 65 G6 
N,32 AP 20600 FORI=2T024:PRINT" Cc 85 FC A5 G1 29 FE 85 AD 
DD 1720 GETK$:IFKS$=""THEN1799 {DOWN}"; :NEXT: RETURN 1 A5 FD 29 @7 AA AO GO 1E 
PX 1730 POKESP+CN, 32 RX 2010 SYS49474:SYS49497:POKE 8 6A CA 10 FC AG GG 11 40 
XS 1740 IFKS="I"THEN18GG 868,237 . B 91 FB AS @1 G9 G1 85 AB 
QE 1750 IFK$="X"THENGOSUB16@G: 2026 POKEV+21,0:RETURN 1 66 78 A9 OG BD 1A DB 41 
GOTO1150 9 31 8D 14 G3 A9 EA 8D G2 
KK 1760 IFKS<>"N"THEN1696 JUP.ML 5 63 A9 81 8D BD DC 58 1F 
FQ 1770 CN=CN+1:IFCN>QBTHENCN= . 6 AD GG DD G9 G3 8D BG C4 
G ID AQ 14 8D 18 DG AD G4 F3 
MH 1788 GOTO1666 CGGG:A9 C168:8D 88 G2 A9 1B 8D 11 DG Bl 
HK 1790 PRINT"{37 SPACES}{UP}" : C176:66 A9 OG 85 FB AQ 8C 85 GC 
:RETURN C178:FC AD FF CF AG @G A2 G4 31 
KC 1806 GosUB2016 C186:91 FB C8 D@ FB E6 FC CA 32 
PRINT" {CLR} "TT$: PRINT C188:D8 F6 68 G6 BG BO OO BO 3E 
PRINT" *"NAS (CM) "*": PRI 


bs GT Nim iE ert 


NOAH S 
ARG 


rate and save its individual files to 
disk, ready for running. 


f you call an electronic bulletin 
board system (BBS) and browse 
through its library of programs 
available for downloading, chances 

are that many of the files have been 

archived—that is, several programs 
and instruction files may have been 
combined into one master program. 

If all of a program’s related files 
have been combined, a caller has only 
to download one file to obtain all the 
programs, modules, sprite data, music 
files, and instructions required for 
proper operation. Archiving (or arcing 
as it’s often called) is a convenient 
method for uploading and download- 
ing BBS files. 

Some archived files need a spe- 


Typing It In 
Noah’s Arc is such a program. It cre- 
ates SDA files that separate automati- 
cally. It is written entirely in machine 
language, but it loads and runs like a 
BASIC program. Use MLX, our ma- 
chine language entry program, to type 
it in; see “Typing Aids” elsewhere in 
this section. When MLX prompts, re- 
spond with the following values. 


ARCHIVE FILES FOR 
EASY UPLOADING 
AND DOWNLOADING 


Starting address: 0801 
Ending address: 1298 


Be sure to save a copy of the program 


cial rate program to separate (or before exiting MLX. 
dearc) the files into their original WITH THIS UTILIT V FOR ’ 
form. Others are self-dearcing (SDA), THE 64 Using the Program 


Noah’s Arc will load a collection of 
files and save them in a single master 


meaning that one has only to load and 
run the master program for it to sepa- 


JHURL Vio TGS On 


COMPUTE 


G27 


a 
3 
te 
° 
a 
° 
= 
= 
8 
ue 
- 
- 
ba 
N 
| 
6 


Tate : 
file. It accepts program, sequential, or 


user files, and it does not matter if dif- 
ferent types are loaded together. In ad- 
dition to making it convenient for 
sending files via modem, SDA files 
are also useful for creating backups. 

When you run Noah, it asks for 
the number of files you wish to ar- 
chive. Respond with a number less 
than 100. Try not to use more files 
than will fit into memory at one time. 
Noah can handle about 160 disk 
blocks, depending on the number of 
files, not the file size. Noah reserves 
25 bytes of memory per file in its own 
directory located at $0960 hex or 2480 
decimal. This directory has to be 
saved along with the SDA file. 

If you aren’t sure of the number 
of files, you can check the directory by 
entering $ and pressing Return. The 
directory listing can be stopped and 
started by touching any key. This is 
useful in determining which and how 
many files you wish to load. 

After you enter the number, 
Noah asks for the filenames. It will 
then ask if it is a program, sequential, 
or user file. Just press the correspond- 
ing number. Noah checks the disk for 
that file and returns the disk error sta- 
tus. If all is well, it continues loading 
the file into memory. 

This process repeats until the 
memory is full or all the files have 
been loaded. Anytime you are asked 
for a filename, you can enter $ to get a 
directory or enter @ to abort and save 
the files already loaded. 

When all the files have been load- 
ed, Noah asks for a master filename. 
At this point make sure that the disk 
has enough room on it for the file you 
are saving. Noah appends an SDA suf- 
fix automatically to the file name. Ifa 
disk error occurs during a save, Noah 
lets you try the procedure again. 

Noah can be useful as a file copier 
as well. If you enter @ when Noah 
prompts for a Save filename, it will 
dump all files in memory to disk in 
their original form. To make more 
copies of these files, when Noah 
comes back with a prompt asking if 
you wish to create more files, press N, 
and you will be returned to BASIC. 
Put another disk in the drive and en- 
ter SYS2088. You can repeat this pro- 
cess as many times as you like. Noah 
always saves to drive 8. 

If you load an SDA file and list it, 


you'll see the number of files the SDA 
2S 


PROGRAMS 


file contains. To dearc an SDA file, 
just load and run it. If you wish to 
save an SDA file to another disk, load 
it and enter SYS2088. 

Most smaller SDA files can be 
loaded and saved like BASIC pro- 
grams, but some larger ones may pose 
a problem because Noah stores files 
under BASIC ROM. If you try saving 
a file that is too big, you’ll get an OUT 
OF MEMORY message. Noah’s Arc 
itself can be loaded and saved like a 
BASIC program, but do not try to 
save it after it’s been run. If you wish 
to restart it at any time, enter 


GA29:4C 
GA31:CA 


G28 COMPUTE 


SYS50675 and press Return. 
NOAH’S ARC 
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@cD1:CC 26 EF CC AG GG B9 35 DG | GF41:A9 GG 85 C6 AS CB C9 OD 4E | 3—1:57 2c 53 2C 57 50 52 4F AT 
GCD9:03 26 D2 FF C8 CC 34 63 BA | GF49:FG 22 AS C6 FO FC AY GB 58 | 1159:47 52 41 4D GB 55 53 45 52 
GCE1:D8 F4 66 A9 1B 85 73 A9 C5 | GF51:85 C6 2G F4 CC 20 CF FF BD | 13¢1:52 gg 53 45 51 55 45 4 B4 
GCE9:CF 85 74 4C F9 CC AD 23 18 | GF59:AA 206 CF FF 20 16 CC 26 El | }3¢9:54 49 41 4c GG 81 20 46 EL 
GCF1:85°73 A9 CF 85 74 4c F9 6C | GF61:EF CC 20 CF FF FO DG 2@ 31 | 33p1:49 4c 45 4E 41 4D 45 26 23 
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@D11:A9 4¢ 85 73 A9 CD 85 74 FE | GF81:E8 CC 20 CF FF 4C CF FF 19 | }}F1:4c 45 53 G@ 20 53 2B 44 EB4 
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1041:EA A9 G8 85 BA A9 GF 85 BA 
1649:B9 AG GG AS GG BD 26 DG 5G ; ' 
10651:8D 21 D@ A9 93 20 D2 FF F7 Gazette is looking for utilities, 
i8s9:29 a8 80 82 42 18-89 88 2F || games applications, edvcaiona 
10969:G8 8D BF G2 AD BE @2 85 F6 programs, and tutorial articles. If 
se Leo reRieanaae at ReRERELT. Lie ae eae eau ou 
1981269 61 85 FB 8p cé G2 as 3a | | think other readers might enjoy or 
1089:FC 69 GG 85 FC 8D C7 G2 8A find useful, send it on disk to 
1091:18 A5 FB 6D C4 @2 85 FB B2 
EE yore evimL rates | CR a 
Al: 'B ie y 
ind,80 Cl a2 c8 B1 FB sp C2 29 | | COMPUTE Publications 
106B1:@2 C8 Bl FB 8D C3 62 18 92 324 W. Wendover Ave. 
10B9:A5 FB 69 G4 8D BE 62 AS 2A | | Ste, 200 
16C1:FC 69 GO 8D BF G2 EE B2 2A 
19¢9:62 aD B2 2 cb Ba a9 Da = | | Greensboro, NC 27408 
10D1:63 4C 67 @9 AD C6 62 85 16 : 4 
19D9:FB AD C7 G2 85 FC AG OO DD Please enclose an SASE if you wish 
1GE1:B9 A4 G9 20 D2 FF C8 CO 14 to have the materials returned. 
10£9:48 DO F5 AG 66 Bl FB 26 E9 
19F1:D2 FF C8 CC C4 @2 DG F5 27 


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PROGRAMS 


ining for precious metals is a 

tough and dangerous occupa- 

tion that’s part skill and part 

luck. Miner is an arcade-style 
game that requires some skill and a lot 
of luck. It can also be dangerous for 
your onscreen miner. 

The action is simple and straight- 
forward. Use a joystick plugged into 
port 2 to control your miner as he digs 
around the screen searching for gold 
nuggets. Each screen contains 40 nug- 
gets, and you must collect at least 20 
of them in a specified amount of time 
in order to advance to the next screen. 
That’s the simple part. 

In addition to the gold, the earth 
your miner tunnels through contains a 
couple of deadly hazards—namely, 
pockets of methane gas and deposits 
of highly radioactive uranium. You 
want your miner to collect the gold 
and make it back to the surface with- 
out succumbing to these subterranean 
perils or running out of time. 

Miner is written entirely in ma- 
chine language, but it loads and runs 
like a BASIC program. Enter the pro- 
gram with MLX, our machine lan- 
guage entry program; see “Typing 
Aids” elsewhere in this section. When 
MLX prompts you, respond with the 
values given below. 


Starting address: 0801 
Ending address: 1BB0 


Be sure to save a copy of the program 
before exiting MLX. 


Starting the Game 

The game begins with one of your 
three miners standing in the doorway 
ofa local bank. The bank is where you 
sell your gold for cash. You'll collect 
any gold nuggets that your miner un- 
covers, but you must deliver them to 
the bank before time runs out, or 
you'll lose whatever he’s found. 

Push the fire button to start the 
game and pull down on your joystick 
to have the miner dig straight down; 
push forward to move him up. Push 
left or right, and he’ll dig in that direc- 
tion in search of gold. You'll have to 


GuUéss VAK ALIS 


maneuver him around boulders that 
you see scattered across the screen. 
Occasionally he’ll uncover immoy- 
able blocks of granite and have to 
make a detour around them. 


DIG FOR GOLD BUT 


WATCH OUT FOI 
DEADLY SUIRPIRISES IN 
THIS ARCADE GAME 

FOR THE 64 


Deadly Perils 

There’s more than gold and granite 
waiting for your miner to uncover. 
The two hazards, as mentioned earli- 
er, are methane gas and uranium de- 
posits. The number of hazards per 
screen is proportional to the skill level 
you’ve selected. Skill level 1 contains 
one or two uranium deposits and two 
to four methane pockets. Skill level 2 
has two to four uranium deposits and 
four to six methane pockets, and so 
on up to skill level 5. Methane pockets 
appear as blue bubbles, and uranium 
deposits appear as gray oblong balls, 
not to be confused with the gray boul- 
ders that litter the screen. 

When you first expose a hazard, 
you'll have about one second to get 
away from it before it becomes lethal. 
Once the grace period expires, the 
methane bubble will begin to move 
through the tunnel network that 
you’ve dug. Uranium deposits remain 
stationary at first, but they soon begin 
to flash and emit deadly radiation. 
This radiation slowly spreads 
throughout the tunnel system unless 
you can seal off tunnels with some of 
the boulders you’ve uncovered. Posi- 
tion your miner next to a boulder and 


1 


push it in the desired direction. 

If the gas or radiation reaches a 
miner or if he’s below ground when 
time runs out, you'll lose one miner. 
You can play with a longer time limit, 
but nothing is free. Gold nuggets are 
worth 100 points in the 150-second 
game, 75 points in the 200-second 
game, and 50 points in the 250-second 
game. Before you start a new game, 
you can buy more time by pressing 
the 1, 2, or 3 key to select either a 
150-, 200-, or 250-second game. 


Onscreen Info 

At the top of the screen, you'll see a 
readout of the number of miners you 
currently have, the number of gold 
nuggets that the active miner is carry- 
ing, the time remaining on the clock, 
and your score. Also displayed are the 
skill level and whether you’re playing 
screen | or 2 of that level. You must 
complete two screens at each skill lev- 
el in order to advance to the next lev- 
el. You'll receive an additional miner 
for every 5000 points. 

Once you deposit some gold in 
the bank, a counter will appear in the 
bank itself displaying how much gold 
you’ve deposited. Once this counter 
reaches 20, you can advance to the 
next screen by pressing the fire button. 
You may continue to mine the pre- 
sent screen, but be sure to deposit any 
gold you have before pressing the fire 
button. 

Press the space bar to pause the 
game. When the border turns red, the 
game is paused. Press the space bar 
again to resume play. The Restore key 
resets the game to the title screen. 


Strategy 
Avoid digging large cavernous rooms, 
since the more surface area the radia- 
tion has, the more quickly it spreads. 
Try to protect the entrance to the 
bank, or you won’t be able to deposit 
your gold. Remember that the clock is 
just as deadly as the radiation or 
methane, Don’t let time run out on 
you. 

After playing a few games, you 
may discover that some areas are 


G30 COMPUTE OmULay 


The a| 


PROGRAMS 


usually free of radiation or methane. 
Gold nuggets are distributed random- 
ly over the screen as are boulders and 
the immovable granite blocks. 
Methane bubbles tend to move in 
a counterclockwise direction and al- 
ways start by moving to the left. 
When a methane bubble encounters 
an obstruction and cannot move in 
any other direction, it will then double 
back on itself. Knowing this may en- 
able you to dig traps for the bubbles so 
they can’t follow you through the tun- 
nels. You may also want to block off 
tunnel sections with boulders as you 
dig them; then, should you uncover a 
uranium deposit that you can’t quick- 
ly seal, radiation won't spread 
throughout the entire tunnel. 


MINER 


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AD 
AS 
18 
96 
4c 
GE 
06 
A7 
AB 
AB 
4c 
85 
18 
ec 
8D 
18 
cg 
co 
co 
5D 
@D 
D3 
69 
85 
8D 
18 
(ek) 
cg 
cg 
5D 
@D 
D3 
E9 
85 
8D 
18 
c9 
cg 
cg 


URURLAVe E929 NT 


dVeap t= 


G-31 


a 
3 
Ld 
5 
a 
° 
= 
= 
8 
hu] 
he 
in 
Wu 
N 
Z 
) 


PROGRAMS 


GE61:C9 
GE69:67 
GE71:26 
GE79:63 
GE81:00 
GE89:00 
GE91:A7 
GE99: 0B 
GEA1:1C 
GEA9: 67 
GEB1:C9 
GEB9:67 
GEC1:26 
GEC9:85 
GED1:63 
GED9:D4 
GEE1:5C 
GEE9:AG 
GEF1:76 
GEF9:FF 
GFO1L:A9 
GFG9:A9 
@F11:85 
@F19:85 
GF21:D6 
@F29:54 
GF31:66 
OF39:85 
GF41:91 
GF49:EE 
GF51:D8 
GF59:61 
GF61:24 
OF69:85 
GF71:C9 
GF79:B9 
GF81:00 
GF89:A9 
@F91:AD 
@F99:8C 
GFA1:D8 
OFA9:00 
GFB1:18 
GFB9:18 
GFC1:6D 
GFC9:8D 
GFD1:18 
GED9:AD 
GFE1:36 
OFE9:G6F 
GFF1:76 
GFFI:04 
1601:4A 
1609:AD 
1011:4B 
1619:69 
1621:8D 
1629:26 
1631:FA 
1039:18 
1041:1B 
1649:18 
1651:C9 
1659:4C 
1661:18 
1069:A9 
1671:A9 
1679:85 
1981:30 
1689:69 
1691:6D 
1699306 
16A1:18 
16A9:8D 
16B1:6F 
16B9:AD 
16C1:6A 


Dg 
4c 
13 
61 
6c 
AS 
26 
5c 
SE 
69 
Dg 
4c 
13 
AS 
Go 
a8 
BD 
AD 
91 
DG 
8D 
ac 
ce 
AG 
AC 
3c 
16 
AG 
EE 
18 
AD 
Ag 
85 
FG 
DG 
54 
65 
EE 
18 
cg 
GF 
A2 
61 
06 
95 
18 
OF 
18 
14 
36 
E8 
AD 
16 
18 
66 
8D 
18 
16 
oo 
cD 
cg 
1B 
99 
16 
AG 
69 
6D 
i) 
7E 
85 
18 
G4 
oo 
18 
E9 
Dc 
F8 


G32 COMP 


1@ 4C C4 | 19C9:16 FB ED 66 A5 C5 C9 48 GA ID 26 BD 19 AS G9 85 G3 8E 
1c 11 CF | 1gp1:D@ FA 6@ AG 6G Bl 99 FO FB A5 GA 85 G4 AQ 5E 8D 76 FD 
18 A5 FE | 16D9:6B C9 63 FG GC C9 64 FG AE 18 26 C7 GE 26 F2 19 AS FD 
64 69 4A | 1¢£1:16 4c F7 1@ A9 5C 4c F7 6C | 1349:66 8D AS 18 8D AG 18 8D CD 
6@ AI 75 | 16£9:18 20 6C 12 AO 63 4C F7 34 | 1351:A7 18 8D AB 18 4C D1 @D 30 
18 8D G4 | 16F1:16 20 8B 12 A9 64 8D 83 32 | 1359:A9 FF 8D 7E 18 8D 7E 18 F9 
68 Bl A7 | 16F9:18 26 BD 19 A5 GB 85 G3 DE | 1361:26 BD 13 CE 9F 18 AD 9F AE 
SF F@ 38 | 1191:A5 GC 85 G4 AD 83 18 8D 23 | 1369:18 8D G8 G4 C9 36 FG 29 SA 
65 96 44 | 1169:76 18 26 C7 GE 26 F2 19 DC | 1371:18 A2 GA AG GA 26 FG FF 4A 
59 13 3B | 1111:AD 83 18 C9 5C DB G3 4C G3 | 1379:A2 GG BD 70 17 26 D2 FF 8E 
1@ 4C 15 | 1119:D3 13 6@ F8 18 AD 81 18 18 | 1381:E8 EG 16 D@ F5 AD OF 18 El 
1c 11 A9 | 1121:69 G1 8D 81 18 D8 26 2D 93 | 1389:8D AD 95 26 BO 146 26 9D 76 
A5 @3 C7 | 1129:11 4C Dl GD A9 20 8D GB E5 | 1391:16 AD 6E 18 D@ F8 4C 76 F3 
18 AS F8 | 1131:04 8D GC G4 AD 81 18 4A 68 | 1399:09 18 A2 GA AG GA 28 FA 9D 
O4 69 62 | 1139:4A 4A 4A FG 1@ G9 30 8D FD | 13A1:FF A2 G@ BD 86 17 26 D2 EF 
38 E9 OC | 1141:0B O64 AD 81 18 29 GF G9 44 | 13A9:FF E8 EG 15 DO F5 26 BY CF 
77 18 77 | 1149:38 8D GC 64 6G AD 81 18 7D | 13B1:16 26 9D 10 AD GE 18 DG C4 
97 AD 46 | 1151:29 GF 69 36 8D OB G4 606 FG | 13B9:F8 4C AS G8 18 A2 GB AG AG 
68 AG D@ | 1159:AD 82 18 FG 1B 4A 4A 4A E5 | 13C1:68 26 FG FF A2 GG BD B4 57 
F8 68 1E | 1161:4A G9 36 8D 63 G4 AD 82 D2 | 13C9:17 26 D2 FF E8 EG BY DG EC 
G1 8D B6 | 1169:18 29 GF G9 30 8D 64 G4 DB | 13D1:F5 66 AY 5C BD 76 18 20 9C 
@@ 54 2E | 1171:A9 67 8D 63 D8 8D 64 DB BG | 13D9:C7 BE AS GB 85 G3 AS GC SC 
FG@ 3A 18 | 1179:60 F8 AG G2 18 BY BE 18 1B | 13E1:85 G4 AI 62 8D 76 18 20 BD 
C9 63 17 | 1181:79 91 18 99 8E 18 88 18 57 | 13E9:C7 GE 20 21 14 66 26 GG EF 
B9 G6 72 | 1189:F4 AG G2 18 B9 96 18 79 El | 13Fl:14 A9 FF 8D GE D4 8D GF 53 
@@ AD 49 | 1191:91 18 99 96 18 88 10 F4 17 | 13F9:D4 AQ 86 8D 12 D4 6G A2 25 
69 D4 89 | 1199:38 AD 81 18 E9 Gl 8D 81 E4 | 1401:08 8A 9D GG D4 EB EG 18 AZ 
49 GE E@ | 11A1:18 18 AD 82 18 69 G1 8D AQ | 1409:D8 F8 60 AY 30 BD G6 D4 17 
AQ 18 8C | 11A9:82 18 D8 AD 97 18 C9 5G GA | 1411:A9 11 8D 84 D4 A2 G4 2G 9D 
C9 1F 87 | 11B1:96 20 AD 9F 18 C9 39 FG 1F | 1419:F8 GE A9 GB BD G4 D4 6G FC 
4@ A9 A4 | 1189:99 EE 9F 18 AD 9F 18 8D 3B | 1421:26 GG 14 AQ 5G 8D GG D4 a4 
18 B9 68 | 11C1:98 G4 AS GB 8D 96 18 FB GE | 1429:A9 21 8D Gl D4 AQ 44 BD 93 
24 54 22 | 11¢9:38 AD 97 18 E9 58 8D 97 2B | 1431:85 D4 A9 20 8D G6 D4 AD 20 
Bl 16 D7 | 11p1:18 D8 2@ 59 11 2@ 2D 11 44 | 1439:68 8D 16 D4 A9 G1 8D 17 8c 
18 88 5D | 11D9:20 E9 11 26 57 14 A2 GA G5 | 1441:D4 AQ 4A 8D 18 D4 AO 81 49 
68 A@ 79 | 11E1:26 F8 GE AD 81 18 D@ 91 SE | 1449:8D G4 D4 A2 G6 20 FB GE AE 
16 EE B8 | 11£9:A@ @@ A2 GG BD 8E 18 4A 53 | 1451:A9 86 8D G4 D4 68 20 GB cB 
AQ 18 E2 11F1:4A 4A 4A 99 99 18 C8 BD 2B 1459:14 A9 55 8D 61 D4 4C BC 79 
C5 AD 36 | 11F9:8E 18 29 GF 99 99 18 E8 CB | 1461:14 26 G6 14 A9 40 8D Gl 47 
AD 8C EC | 1261:C8 EG @3 D@ E7 A2 GB BD B6 | 1469:D4 AO G8 BD G5 D4 4c GC 6G 
6@ AS 6B | 1269:99 18 DG G7 E8 EG G6 DGB 32 | 1471:14 AD AC 18 DB G3 4C Fl 43 
AD 95 9A | 1211:F6 A2 @5 A@ GB BD 99 18 46 | 1479:14 A5 C5 C9 38 DG G6 20 9B 
AD 94 4C | 1219:49 30 99 21 G4 E8 C8 EG 49 | 1481:9D 14 4c EB 14 C9 3B DG D4 
D8 DG BE | 1221:66 D@ F2 CG G6 FG GA AO 98 | 1489:G6 24 B7 14 4c EB 14 C9 FB 
AQ FF FF | 1229:2@ 99 21 04 C8 CG G6 DG 4E | 1491:08 De G6 20 D1 14 4c EB 18 
AD 94 EC | 1231:F8 6@ AD 82 18 C9 20 BG AG | 1499:14 4c 31 EA A9 G1 8D AD CD 
13 64 9A | 1239:63 4c 67 GD AD 76 18 C9 D8 | 14A1:18 AO G1 8D 92 18 AD BB 81 
4a 69 F4 | 1241:64 F@ 1A F8 18 AD AA 18 5B | 14A9:8D 93 18 AQ G1 8D 94 18 9A 
18 29 5B | 1249:69 G1 8D AA 18 D8 C9 G3 79 | 14B1:A9 5G 8D 95 18 6G AQ G2 65 
66 AE D8 | 1251:D@ 16 A9 G1 8D AA 18 EE DE | 14B9:8D AD 18 A9 GG 8D 92 18 25 
8D 2F 67 | 1259:74 18 4c 69 12 F8 18 AD 2E | 14C1:A9 75 8D 93 18 A9 G2 8D FF 
4A 4A 5B | 1261:AA 18 69 G1 8D AA 18 D8 3E | 14C9:94 18 AO GB BD 95 18 6G CA 
4A 04 65 | 1269:4C 76 69 AG G2 BY GB 54 C7 | 14D1:A9 G3 8D AD 18 AY BB 8D ll 
36 8D CA 14D9:92 18°A9 5@ 8D 93 18 AS 26 
29 OF D5 14E1:62 8D 94 18 A9 58 8D 95 Cl 
AS PF 15 14E9:18 60 20 CF GF 4C 31 EA 2E 
26 DB 9C 14P1:AD 7E 18 F@ G3 4C 31 EA 39 
3C D@ C7 14F9:26 31 15 EE AG 18 EE Al F4 
8D 7E EF 1501:18 EE A2 18 AD AG 18 C9 B2 
@D AD 3F | 12A1:24 54 88 AQ G@ 99 24 54 9B | 15G9:78 DG GB AI FF 8D AB 1B EL 
8D 7F Fl | 12A9:66 AG GG 98 99 GB 54 99 BE | 1511:4C 31 EA AD Al 18 C9 19 F6 
99 OB F8 1519:96 66 26 G1 GF 4C 31 EA 18 
99 26 GE 1521:AD A2 18 C9 3C 96 G6 26 BA 
DG E9 29 1529:A8 GF 4C 31 EA 4C 31 EA DD 
85 03 4D 1531:A2 @@ FE @@ 54 FE 24 54 C7 
66 18 Al 1539:E8 E8 E8 EG 24 DG F3 60 E9 
63 A9 AC 1541:48 AD 6D 18 D@ G6 68 68 G2 
18 AS 4A 1549:68 4C A5 G8 68 46 3C 42 EE 
A9 06 18 1551:99 Al Al 99 42 3C G6 GG 81 
AQ F8 FE 1559:48 66 GB GO GB GB E7 BE 12 
66 69 D7 1561:CA ED 7F B3 39 CF 3C 72 8B 
8D 6E 78 1569:7A DF DD ED 72 1C 60 18 7F 
DG 64 36 1571:3C 6C 76 3C 38 G6 9G 3C 65 
Dc 29 85 1579:7E 7E 7E 7E 3C @6 CF E6 A2 
18 66 50 1581:23 BO 7E 9F 83 F9 18 18 7F 
F9 A2 B9 | 1321:C9 5C F@ G3 4C 67 GD AD 59 | 1589:66 FF DB 3C 66 E7 88 3C 35 
DC 29 3F | 1329:A4 18 C9 63 BG G3 4C 67 A2 | 1591:7E 7E 7E 7E 3C @@ 38 44 E8 
SAUTE Yo 9959.7 


PROGRAMS 


1599342 
15A1:42 
15A9: 42 
15B1:98 
15B9:C3 
15C1:66 
15C9: 66 
15D1:78 
15D9:FF 
15E1:3E 
15E9:FF 
15F1:20 
15F9:D2 
1661: 20 
1669: 26 
1611:26 
1619:49 
1621:26 
1629:41 
1631:26 
1639:20 
1641:26 
1649:48 
1651:31 
1659: 26 
1661:CF 
1669:55 
1671:4F 
1679352 
1681:4C 
1689: 26 
1691:20 
1699347 
16A1:45 
16A9:4C 
16B1:59 
16B9:4E 
16C1:26 
16C9: 26 
16D1:D3 
16D9:26 
1661:45 
16E9: 20 
16F1:26 
16F9:26 
1761:D6 
1709:49 
1711: 42 
1719:49 
1721: 26 
1729: 26 
1731:26 
1739:45 
1741:26 
1749:4Cc 
1751:26 
1759:26 
1761:D3 
1769:26 
1771:26 
1779352 
1781:47 
1789:26 
1791:26 
1799:D2 
17A1:53 
17A9: 9A 
17B1:4E 
17B9:Al 
17C1:Al 
17C9:Al 
17D1:1D 
17D9:1D 
17E1:26 
17E9:26 
17F1:26 
17F9:1D 


20 
26 
26 
1p 
1p 
26 
26 
26 
1D 
1D 
Al 
Al 
Al 
oo 
oo 
oo 
oo 
oo 
og 
oo 
oo 
oo 
GE 
Dd 
Ag 
26 
Bl 
FO 
BF 
E5 
6B 
26 
19 
13 
6B 
12 


1861:1D 
1869:26 
1811:26 
1819:26 
1821:1D 
1829:1D 
1831:26 
1839:28 
1841:28 
1849:1D 
1851:1D 
1859:Al 
1861:Al 
1869:Al 
1871:66 
1879:66 
1881:68 
1889:69 
1891:66 
1899308 
18A1:66 
18A9:60 
18B1:07 
18B9:67 
18C1:77 
18C9:AG 
18D1:26 
18D9:66 
18E1:99 
18E9:A5 
18F1:19 
18F9:39 
1991:26 
1969:19 
1911:E0 
1919:FO 


194 
1949:12 
1951:66 


A5 
AS 


19A9:8D 
19B1:66 


8D 
G3 


1B 
Bo 
26 
1B 
63 
26 
1B 
23 
4c 
1B 
F3 


BO 
26 
1A 
23 
4c 
1B 
E3 
20 
1B 
23 
26 


1A69:A7 
1A71:4A 
1A79:1A 
1A81:23 
1A89: 26 
1A91:1B 
1A99:63 
1AA1:26 
1AA9:1B 
1AB1:23 
1AB9: 28 


1AE9:FF 8D 7C 18 A9 G1 8D 7D 7C 
1AF1:18 66 A9 28 8D 7B 18 A9 36 
1AF9:68 8D 7C 18 A9 G2 8D 7D 96 
1BG1:18 68 A9 G1 8D 7B 18 AQ D4 
1B9d @ 8D 7C 18 AO B4 8D 7D AD 
1B1 8 66 AI D8 8D 7B 18 AD 62 
1B1 F 8D 7C 18 A9 @8 8D 7D C9 
1B2 8 66 18 AS BD 6D 7B 18 66 
1B2 5 6B AS GE 6D 7C 18 85 8D 
1B3 iC AG GG Bl BB C9 5C FO DI 
1B3 4 C9 62 FG 57 68 AC AA 8F 
1B4 B AD 7D 18 99 48 54 EE 27 
1B4 9 1B EE AQ 1B EE A9 1B 96 
1B5 D A9 1B C9 25 FO G3 4C BB 
1B5 cc 1A 4C F2 19 68 68 A5 CD 
1B6 D 85 G3 AS GE 85 G4 AO 72 
1B6 (Cc 8D 76 18 20 C7 GE A5 63 
1B7 IB 85 OD A5 GC 85 BE AC C9 
1B7 9 1B A5 BD 99 24 54 85 5C 
1B8 3 C8 A5 BE 99 24 54 85 8C 
1B8 4 A9 65 8D 76 18 26 C7 CD 
1B9 E 4C 3F 1B 68 68 AQ FF B3 
1B9 D 78 18 8D 7E 18 20 F2 18 
1BA 9 68 68 4C 59 13 68 BG 67 
1BA9:06 GB 66 GG GB GB GB BB DF 

io} 


When you buy Gazette Disk ($9.95 plus 
$2.00 shipping and handling), you not 
only get all the type-in programs found 
in that month’s magazine, you also get 
“Gazette Gallery,” bonus programs, 
and more. To order, write to Gazette 
Disk, COMPUTE Publications, 324 West 
Wendover Avenue, Suite 200, Greens- 
boro, North Carolina 27408, Here's a 
description of this month's bonus. 


Sector Patrol 
Grant Young 

Battle Thraxion space fighters in this 
fast-paced arcade game in a race to 
collect four quarters of a magic crystal 
of unlimited power. For each fighter you 
destroy, you'll collect one bomb to be 
used against the renegade unit patrol- 
ling that sector. Destroy a unit and tele- 


port to a new sector. 


THOROLD COMPUTE G33 


a 
3 
Ww 
5 
8 
= 
= 
8 
1a 
f= 
i 
hel 
N 
of 
6 


PROGRAMS 


ou and your allies have been ac- 

cused of murdering the king of 

Acacia. Due to uncertainty about 

your guilt among the High Coun- 
cil judges, you and your party have 
been locked in a maze filled with mag- 
ical doors and powerful demons. Leg- 
end has it that the gods of the 
underworld will determine who is 
guilty and who is not. 

Here is where you will be tested. 
Those who are untruthful have their 
fates sealed from the beginning. It 
will only be a matter of time before 
it’s apparent who among your party 
is innocent and who is guilty. Those 
who escape the dungeon trials alive 
will be excused of all charges, and 
their names will be cleared. 


Typing It In 

Dungeon Trials is written entirely in 
BASIC. To avoid typing errors, enter 
the program with The Automatic 
Proofreader; see “Typing Aids” else- 
where in this section. Be sure to save 
a copy of the program when you’ve 
finished typing it in. 


Enter the Dungeon 

Plug a joystick into port 2 to play 
Dungeon Trials. Load and run the 
program; then wait for a minute while 
the computer reads the sprite data. 
When the main screen appears, you'll 
see what your party sees. 

There are doors on all sides of 
each room. These doors match a com- 
pass rose in that north is straight 
ahead, east is to the right, and west is 
to the left. South is always behind you 
and can’t be seen. Above the room are 
the six members of your party. 

As you search for the exit, a vari- 
ety of evil foes will appear, blocking 
your path. You can’t leave a room un- 
til you’ve defeated each demon in 
combat. Even after one of your party 
has defeated a foe, another one may 
appear immediately. 

When you select Fight from the 
menu, you'll be asked which of the six 
members of your party will engage the 
monster. Enter that member’s num- 
ber and press Return. At this point the 


background screen will clear, anda 
crosshairs pointer will appear. Try to 
maneuver the crosshairs over the 
head of the demon, and press the fire 
button before the demon can move 
away. The head is the only vital spot, 
and your timing is very important. 


DUNGEON 
TRIALS 


DEFEAT THE 
POWERFUL DEMONS 
THAT BLOCK YOUR 
WAY TO SAFETY IN 
THIS ADVENTURE 
GAME FOR THE 64 


The snake is the exception. You 
must aim just over its head and strike 
the lower part of its tail. If your blow 
strikes it there, the snake will be ban- 
ished to its realm. 

You get only one chance to defeat 
a demon. If you miss, your party 
member dies. The maze has 150 
rooms; the object is to reach the last 
one. There are five magical doors that 
will teleport you to other parts of the 
dungeon, but you won’t be able to re- 
turn to the teleport by retracing your 
steps. 

Good luck—I hope you have 
been truthful. 


DUNGEON TRIALS 


xG 166 
AP 116 
PF 126 
MM 136 
KE 146 
CM 1568 


LVL=1:RM=5 
MF=12:TSF=63 
FOR T=1T06 

CH (T) =@ 

NEXTT 

PRINTCHRS (147); 


G34 COMPUTE J AU Y! 


\ 


IE OES) 1 


166 
176 
186 
196 
298 
2190 
226 
236 
246 
256 
266 
276 
286 
298 
308 
310 
326 
336 
346 
356 
360 
376 
386 
398 
409 
419 
426 
436 
449 
456 
468 
4768 


480 
499 


560 


519 
528 


536 
546 


556 
568 
578 
586 


POKE53281,@:POKE53280,1 
1 
PRINTTAB (12) ;"{YEL}READ 
ING DATA..." 
FORCA=12672T012734:READ 
QA: POKECA, QA:NEXT 
FORCB=12736T012798:READ 
QB: POKECB, QB:NEXT 
FORCC=12866T012862:READ 
QC: POKECC, QC:NEXT 
FORCD=12864T012926:READ 
QD: POKECD,QD:NEXT 
FORCE=12928T01299@:READ 
QE: POKECE, QE:NEXT 
FORCF=12992T013054:READ 
QF: POKECF,QF:NEXT 
FORDA=12288T012350: READ 
ZA: POKEDA, ZA: NEXT 
FORDB=12352T012414: READ 
2B: POKEDB, ZB: NEXT 
FORDC=12416T012478:READ 
ZC: POKEDC, ZC: NEXT 
FORDD=12480T012542:READ 
ZD:POKEDD, ZD:NEXT 
FORDE=12544T012606:READ 
2E: POKEDE, 2E:NEXT 
FORDF=12688T012670:READ 
ZF: POKEDF, ZF: NEXT 
PRINTCHRS (147) ; 

v=53248 

POKEV+23,TSF 
POKEV+28 , TSF: POKEV+37,7 
: POKEV+38,10 
POKEV+6 , 50: POKEV+1,58 
POKEV+2, 86: POKEV+3, 58 
POKEV+4 110: POKEV+5,58 
POKEV+6, 14: POKEV+7 , 58 
POKEV+8 , 176: POKEV+9, 58 
POKEV+16, 260: POKEV+11,5 
8 
POKE2040,198:POKE2641,1 
99 
POKE2042, 200: POKE2643,2 
61 

POKE 2044, 262: POKE2645,2 
03 

POKEV+21,TSF 
POKEV+39,5:POKEV+46,6 
POKEV+41,8:POKEV+42,4 
POKEV+43,6:POKEV+44,5 
PRINTCHRS (19); 
POKE214,6:PRINT 

PRINT" {WHT} {4 SPACES}1 
{3 SPACES}2{3 SPACES}3 
{2 SPACES}4{3 SPACES}5 
{3 SPACES}6" 

PRINT"{2 SPACES}{RVS} 
{wHT}{24 SPACES}" 
FORT=1T08 

PRINT"{2 SPACES}{RVS} 
{WHT} ";TAB(25) ;"{RVS} 
{WHT} " 

NEXT 

PRINT"{2 SPACES}{RVS} 
{WHT}{24 SPACES}" 
PRINTCHRS (19) ; 
POKE214,8:PRINT 
FORT=1T08 

PRINT"{3 RIGHT}{RVS} 


PROGRAMS 


{BLU}{22 SPACES} {WHT}" RJ 1060 POKE214,7:PRINT KA 1598 POKE1@24+(PY*4G) +PX,32 
JH 590 NEXT CB 19616 PRINTTAB (29) ;"{WHT} HJ 1600 PX=PX+WX 
QK 606 PRINTCHRS (19); {OFF }OPTIONS" XR 1616 PY=PY+WY 
MP 616 POKE214,8:PRINT PX 1626 PRINTTAB (29) ;"{WHT} XJ 1626 POKEPC+(PY*4G)+PX,3 
SM 620 PRINTTAB(11);"{RVS}{5} {OFF}{7 T}" KE 1636 POKE1G24+(PY*4G)+PX,91 
TEP{RILEF{RILEP LR" RD 1638 PRINTTAB (29) ;"{WHT} :WX=G:WY=G 
KC 630 PRINTTAB(11);"{RVS}{5} {RVS}F{OFF}IGHT" CF 164@ POKEV+12,MY:POKEV+13,1 
{RP{EP {OFF} E{*}{RVS} QX 1649 PRINTTAB(29) ;"{WHT} 40 
{RP{E}" {RVS}N{OFF}ORTH" XM 1650 GOTO 1456 
CR 648 PRINTTAB(11) ;"{RVS}{5> KD 1058 PRINTTAB(29) ;"{WHT} CB 1660 SWxX=1664 
{E}{R}{OFF}{2 SPACES} {RVS}S{OFF}OUTH" KS 1670 FX=SWX+PX 
{RVS}{E}{R}" GA 106@ PRINTTAB(29) ;"{WHT} SE 1680 FOR FY=FX TO (1624+46* 
JS 650 PRINTTAB(11);"{RVS}{5} {RVS}E{OFF}AST" PY+PX) STEP~4G 
{RP{E}{OFF} {2 SPACES} PB 1878 PRINTTAB(29) ;"{WHT} AC 1696 POKEPC+(FY~1624) ,WC 
{RVS}{R}{E}" {RVS}W{OFF}EST" MJ 1700 POKEFY,CW 
MX 660 PRINTTAB(11);"{RVS}{5} CK 1680 GETKYS$:IFKYS$=""THEN1@88 | SJ 1710 FORGJ=1T016:NEXTGI 
{E}{R}{OFF}{2 SPACES} BJ 1696 IF MCS="{5 SPACES}NONE DE 1726 POKEFY,32:NEXTFY 
{RVS}{E}{R}" " THEN 1126 BB 1736 IF MDR=l THEN MY=MY+8 
RX 670 PRINTTAB (10) ;"{BLU}E Ps 11606 IF KYS="E"THEN 1176 HR 1740 IF MDR=2 THEN MY=MY-8 
{6 SPACES}{*}" JG 1116 GoTo168¢ SG 1750 HM=INT (MY/8) 
GR 680 PRINTTAB (9) ;"{BLU} {OFF} BH 11206 IF KY$="S"THEN2046 JH 1766 IF PY=1l THEN 1790 
£{8 SPACES}{*}" PQ 1130 IF KYS="N"THEN2200 AP 1776 IF PY=12 THEN 1798 
SM 696 PRINTTAB(8) ;"{BLU} {OFF} AD 1140 IF KYS$="E"THEN235@ BJ 1786 GOTO 1896 
£{10 SPACES}{*}" KG 1150 IF KYS="W"THEN2496 SF 1790 IF PX+1=HM THEN 1820 
JD 760 PRINTCHRS(19); KM 1166 GOTO 1086 KF 1800 IF PX+2=HM THEN 1820 
SS 710 POKE214,10:PRINT FG 1176 PRINT CHR$(19); MP 1816 GOTO 1896 
DP 726 PRINTTAB (8) ;"{BLU} {OFF} ED 1188 POKE214,18:PRINT BG 1820 FORGJ=1T010:FORT=6TO15 
£";TAB(19) ;"{BLU} {OFF} DA 1196 PRINTTAB(2) ;"{WHT}CHAR XR 1838 POKE V+45,T 
t*}" ACTER TO" XC 1846 NEXTT:NEXTGJ 
AG 730 PRINTTAB(7) ;"{BLU} {OFF} PG 1206 INPUT"{2 SPACES}FIGHT MD 1858 POKEV+21,TSF 
£ ";TAB(19) ;"{BLU} {SPACE }WITH";C FE 1866 POKE53275,0 
TorF} <¢*}" FC 1216 IF C>6 THEN 1256 QX 1876 PRINTCHRS (147); 
DJ 746 FORT=1T02 EX 1226 IF C<l THEN 1250 PH 1888 GOTO 476 
GD 750 PRINTTAB(7) ;"{OFF} SQ 1236 IF CH(C)=255 THEN 1256 | QA 1890 IF C=l THEN VP=39:TSF= 
{2 SPACES}";TAB(19);" BX 1249 GOTO 1320 TSF-1 
{OFF}{2 SPACES}" SJ 125@ PRINTTAB(2);"THAT CHAR BH 1966 IF C=2 THEN VP=40:TSF= 
FP 760 NEXTT ACTER DOES NOT EXIST!" TSF-2 
RR 774 PRINTTAB(7) ;"{BLU} {OFF} XM 1266 PRINTTAB(2);"CHOOSE AG BB 1910 IF C=3 THEN VP=41:TSF= 
42 P}";TAB(19) ;"{BLU} AIN." TSF-4 
{OFF}{2 P}" FG 1276 FORO=1T0O1606:NEXTO KJ 1920 IF C=4 THEN VP=42:TSF= 
CF 786 PRINTTAB(7);"{OFF} AK 1286 PRINTCHR$(19) ; TSF-8 
{2 SPACES}";TAB(19);" KP 1296 POKE214,18:PRINT FA 1930 IF C=5 THEN VP=43:TSF= 
{OFF}{2 SPACES}" GA 136G FORO=1T04:PRINT" TSF-16 
BX 790 DM=INT(RND(@) *MF) +1 {34 SPACES}":NEXTO BB 1940 IF C=6 THEN VP=44:TSF= 
AK 800 IF DM>6 THEN MCS=" SF 1316 GOTO 1176 TSF-32 
{5 SPACES}NONE" JX 1326 PRINTCHR$(19); XS 1959 CH(C)=255 
DB 810 IFDM=1THENSM=192:MNC=12 KC 1336 POKE214,8:PRINT XX 1960 FORGJ=1T010:FORT=0TO15 
:MC$="{4 SPACES}SHADOW" RJ 1346 FORT=1T08: PRINTTAB (3) 7 HH 1976 POKE V+VP,T 
PF 826 IFDM=2THENSM=193:MNC=1: "{22 SPACES}":NEXTT FP 1980 NEXTT:NEXTGJ 
MCS$="{4 SPACES}GHOST" QE 1356 PL=1024:PC=55296 AR 1996 POKE53275,0 
HD 830 IFDM=3THENSM=194:MNC=5: QQ 1360 MY=124 CM 20600 POKEV+21,TSF 
MCS="{3 SPACES}SERPENT" DJ 1376 PX=14:PY=13 AF 2016 IF TSF=6 THEN 2816 
PF 846 IFDM=4THENSM=195:MNC=6: DJ 1386 IF C=l THEN CW=30:WC=9 FH 2026 PRINTCHRS (147); 
MC$="WINGED WARRIOR" EH 1396 IF C=2 THEN CW=66:WC=6 | CJ 2038 GOTO300 
XM 850 IFDM=5THENSM=196:MNC=1: DK 1466 IF C=3 THEN CW=3G:WC=9 | SP 20640 IF RM=1 THEN 2646 
MCS$="{3 SPACES}SKELETON PX 1416 IF C=4 THEN CW=42:wC=4 PJ 2050 IF RM=4 THEN 2646 
" BF 1426 IF C=5 THEN CW=43:WC=7 AS 2066 IF RM=5 THEN 2646 
SA 860 IFDM=6THENSM=197:MNC=2: GF 1436 IF C=6 THEN CW=36:WC=9 EX 20670 IF RM=16 THEN 2640 
MCS="_ VAPOR DEMON" DJ 1446 POKE53275,255 QS 2086 IF RM=1l THEN 2640 
BX 874 PRINTCHRS (19); DD 1456 MDR=INT (RND(G) *2)+1 EQ 2696 IF RM=12 THEN 2646 
HX 880 PRINT PM 1468 IF MDR=1ANDMY-4<5@THEN FD 2160 IF RM=15 THEN 2646 
CP 8996 PRINTTAB (31) ;"{WHT} MDR=2 AB 2110 IF RM=17 THEN 2646 
{OFF} FOE" MJ 147@ IF MDR=2ANDMY+4>192THE JA 2126 IF RM=18 THEN 2640 
MD 960 PRINTTAB (31) ;"{WHT} N MDR=1 JQ 2130 IF RM=26 THEN 2646 
{OFF}{3 U}":PRINT KR 1486 IF MDR=1 THEN MY=MY-8 RB 214@ IF RM=23 THEN 2640 
DM 916 PRINTTAB(26);"{WHT}";TA PQ 1490 IF MDR=2 THEN MY=MY+8 FH 2156 IF RM=24 THEN 2640 
B(26) ;MCS$ RM 1566 JY=PEEK (56328) RG 2160 IF RM=25 THEN 2640 
CX 920 IF DM>6THEN99G GC 1516 IF J¥=127 THEN1620 XP 2176 IF RM=28 THEN 2640 
HM 936 POKEV+23,TSF+64:POKEV+2 KD 1526 IF J¥=119 THEN WX=1 AS 2186 IF RM=29 THEN 2760 
8, TSF+64 RQ 1536 IF J¥=123 THEN WX=-1 FP 2196 RM=RM+1:GOTO306 
XB 940 POKEV+37,7:POKEV+38,16 AD 1546 IF J¥=125 THEN WY=1 FB 2200 IF RM=l1 THEN 2640 
MA 950 POKEV+12,124:POKEV+13,1 RK 1556 IF J¥=126 THEN WY=-1 SG 2216 IF RM=5 THEN 2646 
40 AG 1566 IF J¥=111 THEN 1666 BE 2226 IF RM=6 THEN 2646 
BG 960 POKE2646,SM XQ 1576 IFPEEK(1024+PY*4G+ (PX+ CF 2236 IF RM=1l1 THEN 2646 
FP 976 POKEV+21,TSF+64 WX) ) =16GTHENWX=G ME 2246 IF RM=12 THEN 2646 
PA 986 POKEV+45,MNC QP 1586 IFPEEK(1024+(PY+WY) *49 CM 2256 IF RM=13 THEN 2640 
DH 994 PRINTCHRS (19); +PX)=160THEN WY=0 EX 2269 IF RM=16 THEN 2640 
UU RLY hi) ‘i390 COMPUTE 


G-35 


nN 
3 
WW 
4 
3 
Qa 
° 
= 
= 
8 
uJ 
- 
f= 
ia} 
N 
& 
co) 


PROGRAMS 


DR 2276 IF RM=18 THEN 2640 Cs 2866 
PQ 2280 IF RM=19 THEN 2646 
MJ 2296 IF RM=21 THEN 264¢ EM 2876 
JX 2360 IF RM=24 THEN 264¢ 
AR 2310 IF RM=25 THEN 2646 EA 2886 
JQ 2326 IF RM=26 THEN 2640 FC 2896 
PB 2330 IF RM=29 THEN 2646 XB 2966 
KB 2346 RM=RM-1:GOTO306 KM 2916 
MS 2350 IF RM=2 THEN 2640 JK 2926 
RR 2368 IF RM=3 THEN 2646 
PA 2376 IF RM=9 THEN 2646 BS 2939 
QD 2380 IF RM=1l THEN 2646 GX 2946 
SA 2396 IF RM=14 THEN 2640 GJ 2958 
QH 2400 IF RM=17 THEN 2640 
EF 2419 IF RM=18 THEN 2640 QA 2960 
QE 2420 IF RM=19 THEN 2646 
CH 2436 IF RM=22 THEN 2640 FX 2976 
KE 2440 IF RM=26 THEN 2640 
BM 2450 IF RM=27 THEN 2640 DG 2986 
KK 2460 IF RM=28 THEN 2646 
JX 2470 IF RM=25 THEN 2760 MD 2996 
PS 2480 RM=RM+5:GOTO300 
PF 2490 IF RM=l THEN 2646 XK 3000 
AF 2500 IF RM=2 THEN 2646 
KE 2510 IF RM=3 THEN 2646 MC 3016 
CM 2520 IF RM=4 THEN 2646 
PK 253@ IF RM=5 THEN 2640 FG 3626 
MX 2546 IF RM=7 THEN 2640 
DR 2556 IF RM=8 THEN 2646 QQ 3030 
KS 2560 IF RM=14 THEN 2646 
KD 2570 IF RM=16 THEN 2646 IS 3046 
HB 2580 IF RM=19 THEN 2640 
SQ 2590 IF RM=22 THEN 264 AP 3656 
CQ 2660 IF RM=23 THEN 2646 
FD 2616 IF RM=24 THEN 2646 ED 3069 
DA 2620 IF RM=27 THEN 2646 
PE 2630 RM=RM-5:GOTO30G ID 3076 
PD 2649 PRINTCHRS (19); 
XG 2656 POKE214,8:PRINT QB 3086 
XP 2666 FORT=1T04 
PB 2670 PRINTTAB(3);"{RVS}{5} AS 3096 
tEP{RILEP{RILEP{RILE} 
{RICEP{RILEP{RILEP{R} SG 3106 
fEF{RI{EF{RILEF {RPE} 
{R}" RQ 3116 
RB 2686 PRINTTAB(3);"{RVS}{5} 
{RPLEP{RI{EP{RI{EP{R} GM 3126 
fEP{RICEF{RILEF{RPLEF 
ceeteree teat DB 3136 
E 
QP 2690 NEXTT Qs 3140 
KA 2760 PRINTCHRS (19); 
XR 2716 POKE214,11:PRINT EX 3156 
SA 2726 PRINTTAB(7);"{WHT}A WA 
LL BLOCKS" BG 3160 
AP 2736 PRINTTAB(7);"{WHT} 
{2 SPACES}THIS HALL MG 3176 
{2 SPACES}" 
AM 2748 FOR O=1T01600:NEXTO Gx 3186 
DG 2758 GOTO 300 
FB 2766 IF LVL=l1 THEN LVL=2:RM | KE 3190 
=3:GOT0300 
RK 2776 IF LVL=2 THEN LVL=3:RM | SQ 3200 
=18:GOTO380 
QA 2786 IF LVL=3 THEN LVL=4:RM | GK 3216 
=11:GOT030G 
SA 2796 IF LVL=4 THEN LVL=5:RM | HE 3226 
=28:GOTO3G0 
SG 2806 IF LVL=5 THEN 2886 QF 3236 
QK 2816 PRINTCHRS (19); 
DF 2826 POKE214,11:PRINT JP 3246 
DX 2836 PRINTTAB(7);"{WHT} 
{2 SPACES}GAME OVER" XJ 3256 
RH 2846 PRINTTAB(7) ;"{WHT}REST 
ART (¥/N)" AK 3260 
GD 2856 GETKY$:IF KYS=""THEN28 
56 MK 3276 
Les 


G36 COMPUTE 


JaUcl 


Te91 


IF KYS<>"v 
8 

IF KYS$="Y"THEN RESTORE 
:GOTO1G8 

FOR J=1T016:FORT=6TO15 
PRINTCHRS (19) ; 
POKE214,11: PRINT 
POKE646,T 
PRINTTAB (6) ; "CONGRATUL 
ATIONS!" 

NEXTT:NEXTJ 


“THENSYS6473 


GOT0284¢ 

REM--ARCHER (GIRL) *LE 
FT=-~ 
DATA1,6,0,4,0,0,4,85,8 


a 
DATA16,63,80,16,15,64, 
16,63,8 
DATA16,12,0,62,176,160 
130,171,232 
DATA16,42,224,16,42,8, 
16,8, 

DATA4, 34,0,4,176,128,1 
176,128 
DATAG,170,128,3,192,24 
6,3,192,240 
DATA3,192,240,10,0,48, 
42,6,168 
REM=-HUNTER (GIRL) 
GHT-- 
DATA128,0,0,128,0,0,12 
8,21,80 

DATA128 ,87,192,64,31,0 
,128,95,192 
DATA129,95,192,128,12, 
6,131,191,128 
DATA131,239,176,143,17 
1,172,240,42,172 
DATA128,15,204,128,10, 
128,128,58,246 
DATA128,62,240,128,68, 
246,128,252, 252 
DATA128 ,240,60,128,166 
740,128,168,42 


*RI 


REM~~ARCHER (GUY) *RIG 
HT-~ 
DATA1G,160,32,42,168,8 
134,252,8 


DATA2,192,2,0,252,2,8, 
48,2 
DATA1@,138,2,14,171,2, 
63,175,194 
DATA246,168,254,192,16 
8,2,0,168,2 
DATAG,32,2,6,168,2,8,1 
68,2 
DATA2,176,2,2,138,8,19 
,138,8 
DATA1G,16,32,12,3,6,15 
73,192 

REM--WIZARD (GUY) *RIG 
HT-- 
DATA2,166,6,10,168,8,8 
,188,8 

DATA4, 246,8,6,252,9,0, 
48,8 
DATAG,168,38,2,176,8,1 
@,170,172 
DATAL@,170,172,56,176, 
46,55,178,8 
DATAG,136,8,10,34,8,19 
7176,8 
DATA1G,1706,8,16,176,8, 
42,176,8 
DATA42,176,8,176,171,8 
,66,3,208 
REM--WANDERER (GUY) *L 


GA 


JG 


3286 
3296 
33668 
3316 
3326 
3336 
3346 
3350 
3360 
3376 
3380 
3390 
3466 
3416 
3420 


3436 
3446 


3456 
3460 
3476 
3486 
3496 
3566 


3519 
3529 


3538 
3546 
3556 
3568 
3578 
3580 


3590 
3666 


3618 
3626 
3630 
3646 
3656 
3660 


3678 
3686 


EFT-- 
DATAG,G,9,9,42,6,6,168 
7128 
DATAG,248,9,9,56,8,6,2 
48,0 
DATAG,48,6,2,186,192,1 
5,171,246 
DATA62,34,48,48,136,16 
,8,168,68 
DATAG,168,9,0,32,0,0,1 
68,0 
DATA2,176,9,2,138,0,10 
716,68 
DATA16,2,128,15,3,192, 


63,15,192 
REM-=-HUNTER (GUY) *RIG 
HT-- 


DATA2,9,9,106,160,0,8,1 
68,6 
DATAG,172,0,0,176,6,8, 
252,06 
DATAG,32,6,3,168,80,95 
7 233,16 
DATA93,85,85,0,164,64, 
@,165,9 
DATAG,168,6,0,32,8,0,1 
68,6 
DATA2,176,6,2,138,6,190 
716,6 
DATA16,10,0,12,3,0,15, 
3,192 

REM--~SHADOW-- 
DATAG,0,9,0,32,6,0,32, 
6 


DATAG,136,6,6,136,6,2, 
76,08 
DATA2,2,9,0,136,0,0,16 
8,0 
DATA2,176,169,10,176,1 
69,16,42,46 
DATA16,138,8,10,106,6, 
1,166,08 
DATA2,176,6,16,176,6,1 
0,170,8 
DATA42,176,128,42,176, 
128,176,176,128 
REM~-GHOST-— 
DATAG,46,9,6,176,6,0,1 
76,6 
DATA2,46,128,10,46,166 
142,176,168 
DATA42,176,168,40,176, 
48,160,176,16 
DATA162,170,138,162,17 
0,138,136,176,1306 
DATA162,176,138,34,176 
7136,2,176,128 
DATA1G6,176,160,16,176, 
166,10,176,166 
DATA42,176,168,19,176, 
166,6,9,8 
REM-~~SERPENT-~ 
DATAG,G,6,6,166,32,2,1 
68,160 
DATA16,176,176,16,138, 
192,42,6,0 
DATA42,10,128,42,42,16 
G,42,22,86 
DATA168,38,96,168,42,1 
66,168,32,32 
DATA168,19,128,170,15, 
192,42,175,192 
DATA42,191,0,19,191,6, 
2,252,6 
DATAG,G,4,4,0,0,0,0,8 
REM-~-WINGED WARRIOR-- 
DATAG,@,9,0,9,0,5,65,8 


PROGRAMS 


6 
DATA21,125,84,21,255,8 
4,21,60,84 
DATA21,255,84,21,125,8 
4,23,191,212 
DATA95,191,245,127,239 
7 253,125,251,125 
DATA117,254,93,125,178 
7125,85,176,85 
DATA86,13G0,149,70,136, 
145,76,136,145 
DATA66,130,129,2,6,128 
710,0,166 
REM-~SKELETON-~~ 
DATAG,170,0,2,176,128, 


SS 3698 
DR 
AA 
PQ 
Gx 
PM 


KS 3758 
MS 


he Meteor Mining Company is 
hiring pilots to fly a fleet of ships 
for collecting asteroids in outer 
space. It has devised a test to dis- 
cover people who have the necessary 
talents to pilot a spaceship while si- 
multaneously solving problems to de- 
cide which asteroids are valuable. 

The object of Meteor Math is to 
collect correct answers to simple math 
problems while avoiding the incorrect 
ones. You'll be given the first number 
in an addition or multiplication prob- 
lem and its answer. It will be your job 
to maneuver your ship through a field 
of moving numbers to collect the one 
that completes the problem. 


Getting Started 

Although Meteor Math loads and runs 
like a BASIC program, it’s written en- 
tirely in machine language. Use MLX, 
our machine language entry program, 
to type it in; see “Typing Aids” else- 
where in this section. When MLX 
prompts you, respond with the values 
given below. 


Starting address: 0801 
Ending address: 1658 


When you've finished typing, don’t 
forget to save a copy of the program 
before exiting MLX. 


Playing the Game 
When you run Meteor Math, the title 
screen will offer you several options. 
Press fl and f3 to set the beginning 
and top levels. The level is the first 
number in the math equation. You 
can solve problems that start with the 
same number each time or cycle 
through them in consecutive order. 
Press T to set the game’s time 
limit. Games can last from one to 
nine minutes and will continue until 


2,406,128 

PD 3776 DATA2,G,128,2,176,128, 
G,176,6 

RP 3780 DATAG,136,6,8,46,32,34 
748,136 

KE 3798 DATAG,136,9,32,46,8,32 
7136,8 

JD 3868 DATA32,40,8,32,136,8,8 
48,0 

XR 3810 DATAG,136,0,0,138,6,6, 
136,8 

GR 3826 DATA2,@,128,2,0,128,16 
79,168 

FR 383@ REM--VAPOR DEMON--— 


PC 3846 DATA2,176,128,16,178,1 


K 


that time limit has been reached or 
three ships have been destroyed. 

You set the speed at which the 
answers scroll by pressing B for begin- 
ner, N for normal, or E for expert. 
This option always defaults to nor- 
mal, although the other options will 
remain as you've set them. 


METEOR 
MATH 


PRACTICE ADDITION 
Ol MULTIPLICATION 
WHILE FLYING 
THROUGH SPACE IN 


THIS EDUCATIONAL 
GAME FOR THE 64 


When you're ready to begin, 
press f7 to complete addition prob- 
lems or f5 to complete multiplication 
ones. Control your ship with a joy- 
stick plugged into port 2. 

As your ship flies through the 
field of possible answers, you want to 
collect the right one. Touching a cor- 
rect answer with your ship collects it. 
You'll receive two points for each cor- 
rect answer and a bonus for each level 
you complete. The amount of the bo- 
nus depends on the level that you’ve 


G~EsAoHS ARDS 


66,8,176,32 
DATA1G,44,166,16,17G,1 
28,2,176,166 
DATA1G,136,160,19,4G,1 
28,2,176,128 
DATAG,170,128,2,176,4, 
6,176,128 
DATAG,176,4,0,176,9,G0, 
49,0 
DATAG,168,9,8,48,0,8,8 
@ 

’ 
DATAG,32,136,2,32,8,32 
72,32 

Oo 


finished. Level 9 is worth more than 
level 8, for example. 

Running into an incorrect answer 
will destroy your ship. You may have 
to let some correct ones go by if 
they’re too close to other numbers. 
When a ship has been destroyed or 
you've collected the correct number, 
the math problem changes; stay alert. 

If your ship needs extra speed to 
snare the correct answer, press your 
fire button. This engages your turbo- 
thruster, which doubles the speed of 
your ship. Turbo fuel is expensive; 
this speed can be maintained for only 
about ten seconds per ship. The game 
ends when either the time limit has 
expired or you’ve crashed three ships 
into incorrect answers. 

There’s no real qualifying score 
in Meteor Math. I wrote this program 
to give my children practice with ad- 
dition and the multiplication tables 
and to keep them from figuring out 
the answers by counting on their fin- 
gers. I made it flexible so that they 
could design their own tests, spending 
more time practicing problems in 
their areas of biggest need. 


METEOR MATH 


G801:14 68 
@809:30 3A 
@811:47 32 96 
@819:GB D4 A2 86 
@821:66 26 BD 99 13 
9829:BD 99 14 9D 66 22 BD 99 78 
$831:15 9D G6 23 CA D@ E5 AD 74 
@839:49 A9 6G 9D BF 23 CA DG 9E 
@841:F8 26 44 E5 A2 2F BD F6 G1 
G849:69 9D 6G DG CA 18 F7 AD 82 
@851:86 8D FA @7 8D FC @7 8D DG 
@859:FD 97 A9 83 8D FE @7 A9 B7 
@861:8B 8D F8 67 AQ 8A 8D FB BB 
@869:67 A9 8D 8D FF 67 AQ 8C ED 
@871:8D F9 67 A2 19 BD 25 OA E5 
@879:9D G8 D4 CA 16 F7 AY 3E 91 
@881:85 FC A9 BA 85 FD AG GG CE 
@889:Bl FC FG BC 26 D2 FF E6 C3 
@891:FC D@ G2 E6 FD 4C 87 G8 3B 


GA 66 9E 32 36 37 B3 
8F 26 4D 41 52 4B 13 
@@ 6G AD 8G 8D 86 
BD 99 12 9D 4E 
9D 66 21 BA 


JUL Y 


ORO COMPUTE G37 


PROGRAMS 


or 


9899:AD 4C 11 8D 47 11 09 30 4F | 6BG1:9F 20 53 48 49 56 53 2B 3E | 9D69:11 G9 8G 8D FA G7 AD 4A 
G8A1:8D 29 G6 AD 4D 11 18 69 A6 | gBG9:96 11 BD 26 20 26 20 29 34 | GD71:11 36 34 BD 2B GD G9 39 
G@8A9:2F 8D 51 86 AY G1 8D 48 F3 | 9B11:96 CF B7 B7 B7 B7 B7 B7 9C | GD79:8D 45 11 BD 2B OD 18 6D 
98B1:11 A9 3G 8D G1 12 AO G2 39 | 9B19:B7 B7 B7 B7 B7 B7 B7 B7 2F | GD81:47 11 C9 BA 9G 11 18 69 
§8B9:8D 4A 11 A9 69 8D 46 11 FB | 9B21:B7 B7 B7 B7 B7 B7 B7 B7 37 | OD89:76 8D FD G7 A9 81 8D FC 
G8C1:A9 GG 8D 26 18 AD GG 8D 6F | 9B29:B7 B7 B7 B7 B7 B7 B7 B7 3F | GD91:67 20 29 16 4c 5E GD G9 
68C9:25 19 AJ BG BD 27 1G AY 78 | gB31:DB 286 BD 1D 1D 1D 26 96 SF | 6D99:8G 8D FD 87 AY 8G 8D FC 
O8D1:FF 8D 28 16 AJ 1E 8D 4B 77 | 9p39:20 A5 9E 26 46 31 2D 26 10 | BDA1:07 26 29 10 4C 5E GD 4C 
49 11 69 30 8D 41 7D | gp41:53 45 54 53 26 53 54 41 4A | GDA9:1A GF 20 B7 GD 4C 5E BD 
3A GD AS CB C9 16 9B | gp49:52 54 49 4E 47 20 4C 45 44 | BDB1:20 E5 BD 4C 5E GD AQ B9 
C9 64 FG 34 C9 G5 19 | gB51:56 45 4C 26 20 26 31 20 73 | ODB9:8D 46 11 EE 47 11 AD 47 
O8F1:FO 46 C9 G6 FG 73 C9 63 91 | gB59:26 92 96 A7 26 GD 1D 1D FD | BDC1:11 GA AA 20 A7 GF AD 47 
G8F9:FG c9 1C FO 14 C9 GE 4C | gB61:1D 26 26 AS YE 2G 46 33 Al | GDC9:11 CD 4D 11 F@ GD C9 BA 
C9 27 FO 12 4C ES 4A | gp69:2D 26 53 45 54 53 20 45 52 | GDD1:DG 65 AY Bl 8D 47 1l 26 
C5 C9 40 DG FA 4C 65 |gp71:4E 44 49 4E 47 20 4c 45 66 | GDD9:3A BD 66 AD 4C 1l 8D 47 
4c 84 09 4C A8 G9 BD |9B79:56 45 4C 20 28 26 2G 26 79 | GDE1:11 4C D8 BD AY G9 8D 46 
G9 4C BA 69 AE 47 7B | gBpgl:31 20 20 92 96 A7 20 @D G6 GDE9:11 26 3A @D 66 AO GB 85 
9921:11 E8 EG GA DG G2 A2 G1 87 | gB89:1D 1D 1D 96 20 26 AS 20 6F | GBDF1:FC AE 46 11 36 48 EG GA 
9929:8E 47 11 8E 4C 11 8A 69 24 |gp91:26 20 29 26 26 26 26 20 A7 | BDF9:BG 4A AD 47 11 G9 8G 8D 
693136 29 G6 E8 4C 43 69 4C | gp99:28 26 26 29 26 26 26 206 AF | GEG1:FA 67 AD 4A 1l 36 34 BD 
11 E8 EG OB DG G2 7D | gBA1:26 26 26 20 26 26 26 20 B7 | GEG9:2B GD 89 38 8D 45 11 BD 
8E 4D 11 8A 18 69 18 | gpa9:26 26 26 26 26 A7 20 GD CA | GE11:2B GD AC 47 11 AO BG 18 
51 96 4C GA G9 78 FS |gpBB1:1D 1D 1D 26 96 26 A5 99 5D | GE19:7D 2B BD 88 DG F9 C9 BA 
9951:A9 8A 8D FB 97 26 44 ES 73 | gpB9:26 42 26 2D 20 53 45 54 74 | OB21:96 67 H6 FC E9 GA 4C 1F 
$959:26 Dl G9 AI GG 8D BA DC D2 | gBCl:53 26 42 45 47 49 4E 4E 7G | GE29:GE 69 8G 8D FD @7 AS FC 
9961:8D G9 DC 8D 68 DC 4C SE 9B | gpc9:45 52 26 53 5G 45 45 44 B6 | GB31:69 86 8D FC 87 26 29 16 
9969:0D 78 AS 8E 8D FB 87 26 C8 |gpp1:20 26 26 26 26 20 92 96 43 | GE39:4C EE OD 4C 1A GF 26 B7 
9971:44 ES 26 Dl 69 AJ GB 8D BC | gBD9:A7 24 BD 1D 1D 1D 96 20 EQ | 6E41:6D 4C EE 8D 26 E5 GD 4C 
9979:6A DC 8D G9 DC 8D 88 DC 14 | gBE1:26 AS 99 26 4E 26 2D 26 14 | BE49:EE OD 4C 42 68 9E 4D 49 
9981:4C EE GD A9 G2 8D C9 G6 91 | gRE9:53 45 54 53 20 4E 4F 52 ES | OE51:53 53 49 4F 4B 20 43 4F 
G989:A9 OG 8D 48 11 AD 38 8D C3 |gBF1:4D 41 4C 26 53 58 45 45 36 | 6E59:4D 5@ 4c 45 54 45 11 9D 
9991:G1 12 4C GA 69 AD BE BD 6B | gpr9:44 26 26 99 2G 26 20 4E E7 | GE61:9D 9D 9D 9D 9D 9D 9D 9D 
G999:C9 G6 AO G1 BD 48 11 AD BS | gcgi:2G 96 26 A7 26 GBD 1D 1D D9 | 6E69:9D 99 49 4B 11 9D 9D 11 
99A1:36 8D G1 12 4C GA G9 AD BE | gcg9:1D 26 96 26 AS 99 26 45 AS | GE71:9D 9D 9D 85 20 36 3G 26 
§9A9:G5 8D C9 G6 AD G1 8D 48 EF |gc11:26 2D 26 53 45 54 53 26 FF | GE79:9A 4D 49 4E 11 9D 9D 9D 
99B1:11 AO FG 8D G1 12 4C BA AB | gci9:45 58 5G 45 52 54 26 53 BF | GE81:9D 9D 9D B5 36 3G 26 9A 
99B9:G9 EE 49 11 AD 49 11 C9 C4 | gc21:5¢ 45 45 44 26 20 26 20 81 | gB89:53 45 43 1E AG AG AG AG 
$9C1:GA 96 G2 AD G1 8D 49 11 BI |gc29:26 26 26 26 92 96 A7 28 BD | GE91:A6 A6 AG AG AG AG 1l 9D 
$9C9:G9 38 8D 41 47 4c BA G9 BB | gc31:9D 1D 1D 1D 96 26 26 AS A7 | GE99:9D 9D 9D 9D 9D 9D 9D 9D 
G9D1:A2 G9 AG BB CA CA 36 18 85 | g9c39:26 26 26 26 26 26 26 26 51 | BEA1:9D AG 26 206 26 26 26 26 
$9D9:8A 99 6G D8 E8 8A 99 GB CI |gc41:2G 26 2G 2G 26 2G 26 20 59 | GEA9:26 20 AG 11 9D 9D 9D 9D 
G9E1:D9 E8 8A 99 BG DA CA 8A 91 |gc49:26 26 26 26 26 26 26 20 61 | GEB1:9D 9D 9D 9D 9D 9D AG 26 
G9E9:99 @@ DB CA C8 DG E5 68 A6 |gc51:26 26 26 26 26 20 A7 20 78 | GEB9:26 65 36 30 30 30 26 26 
G9F1:A2 69 4C D5 G9 26 D2 28 BD |gc59:6D 1D 1D 1D 96 26 20 A5 CF | GEC1:1E A6 11 9D 9D 9D 9D 9D 
G9F9:D2 32 39 1B 57 19 6E 32 89 |gc61:9C 26 54 26 2D 26 53 45 32 | GEC9:9D 9D 9D 9D 9D Ab 2G 26 
GAG1:6E 286 3C 32 4D BC 99 5D EC |gc69:54 53 24 54 49 4D 45 26 F3 | GED1:26 29 26 26 26 26 AG 11 
GAG9:E2 OG FF C8 68 15 78 FB 51 |gc71:4c 49 4D 49 54 26 26 20 C3 | GED9:9D 9D 9D 9D 9D 9D 9D 9D 
GA11:19 76 68 GG GG G6 GB F1 5A |gc79:26 26 2G 28 32 26 96 26 GF | GEE1:9D 9D A6 2G 9C 5G 4F 49 
GA19:F2 F3 G7 G4 G5 F4 G7 G4 D2 |gc81:A7 26 GD 1D 1D 1D 96 26 93 | GEE9:4E 54 53 26 1E A6 11 9D 
GA21:07 67 GA GE GB 3C GB GB BD |Gc89:26 AS 2G 26 26 26 26 20 G3 GEF1:9D 9D 9D 9D 9D 9D 9D 9D 
GA29:68 GB EO GB BB GB GB 81 FB |gc91:26 26 26 20 20 28 20 26 AD | GEF9:9D AG 2G 26 26 2G 26 20 
GA31:00 FF 68 FF GG G6 86 BB 46 |gc99:26 20 26 20 26 26 26 26 Bl | GFG1:26 2G AG 11 9D 9D 9D 9D 
GA39:68 GG 8G G2 CA 11 9E 286 75 |gcal:26 26 26 2G 26 20 2 26 BO | GFG9:9D 9D 9D 9D 9D 9D AG AG 
GA41:28 26 28 26 29 26 26 26 55 |gca9:A7 26 GD 1D 1D 1D 20 81 3G | GF11:A6 A6 A6 AG AG AG AG AG 
GA49:26 26 26 26 26 4D 45 54 96 |gcB1l:26 AS 9F 20 46 35 2D 26 BA | GF19:G0 58 A2 G5 AG GF 18 26 
GA51:45 4F 52 26 4D 41 54 48 88 |gcB9:53 54 41 52 54 53 26 4D 5B | GF21:FG FF A2 8G BD 8C GE FG 
GA59:6D 11 9C 28 29 26 26 20 AF |gcc1:55 4c 54 49 58 4c 49 43 40 | GF29:07 20 D2 FF E8 4C 25 GF 
GA61:20 26 43 4F 4C 4C 45 43 4C |gcc9:41 54 49 4F 4E 26 20 26 G9 | GF31:A9 BG BD G8 D4 8D G7 D4 
GA69:54 29 43 4F 52 52 45 43 B6 |gcp1:26 92 96 A7 26 GD 1D 1D 78 | GF39:A2 GD AG GC 18 206 FO FF 
GA71:54 26 41 4B 53 57 45 52 99 |gcp9:1D 26 81 20 AS OF 206 46 EC | GF41:A2 GG BD 4E GE 2G D2 FF 
GA79:53 GD 26 26 26 26 26 26 62 |gck1:37 2D 26 53 54 41 52 54 BA | GF49:E8 EG 3E 9G FS AD 26 16 
GA81:26 57 48 49 4c 45 26 41 12 |gcE9:53 26 41 44 44 49 54 49 59 | GF51:09 30 8D 2D G5 AD 25 16 
GA89:56 4F 49 44 49 4E 47 26 3C |gcrl:4F 4E 26 26 26 26 26 26 2D | GF59:G9 3G 8D 2C G5 AD 27 19 
GA91:49 4E 43 4F 52 52 45 43 E4 |gcr9:26 26 26 26 92 96 A7 26 8E | GF61:99 30 8D 2B G5 AQ BF 8D 
GA99:54 GD 9E 53:48 49 58 53 7F |gp61:6D 1D 1D 1D 96 26 28 CC AG | GF69:15 DG AD G9 DC 29 GF G9 
GAAL:9C 26 26 4F 4E 45 53 OD 46 |gpg9:AF AF AF AF AF AF AF AF 23 | GF71:30 8D B9 G6 AD G9 DC 29 
GAAI:GD 26 29 28 26 2G 26 26 34 |9p11:AF AF AF AF AF AF AF AF 2B GF79:76 4A 4A 4A 4A 69 36 8D 
GAB1:1E 54 48 45 20 46 49 52 46 |gp19:AF AF AF AF AF AF AF AF 33 | GF81:B8 G6 AD GA DC 29 GF G9 
GAB9:45 26 42 55 54 54 4F 4E F6 |gp21:AF AF AF AF AF AF BA 206 Cl | GF89:3G 8D 91 G6 AD GA DC 29 
GAC1:53 26 45 4E 47 41 47 45 28 |gp29:90 68 GG G1 G2 G3 G4 G5 94 | GF91:70 4A 4A 4A 4A G9 39 8D 
GAC9:53 GD 26 26 20 26 26 26 B2 |gp31:66 67 G8 G9 GB G1 G2 G3 AC | GF99:90 G6 EE 24 DG A5 CB C9 
GAD1:26 59 4F 55 52 28 54 55 9C |9p39:04 A2 G9 AD BB 9D 2B GD EB GFA1:40 FG F7 4C 42 G8 EE 26 
GAD9:52 42 4F 26 54 48 52 55 51 |gp41:cA 16 F8 A2 69 AD 1B D4 18 | GFA9:10 AD 26 14 C9 GA DO 17 
GAE1:53 54 45 52 2E GD GD 9F El |gp49:c9 GA BG FO AG G9 DI 2B 88 | GFB1:A9 GO 8D 26 16 EE 25 14 
GAE9:20 26 28 26 26 26 20 59 37 |gp51:9D FG F2 88 16 F8 9D 2B DF | GFB9:AD 25 18 C9 GA DG BB AD 
GAF1:4F 55 26 53 54 41 52 54 DC |gp59:6D CA 19 E9 60 AE 46 11 A8 | GFC1:6G 8D 25 1G EE 27 16 CA 
GAF9:2G 57 49 54 48 26 9E 33 95 |gp61:36 48 EG GA BG 4A AD 47 B3 | GFC9:DG DC AY 23 85 FD AQ CB 


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G38 COMPUTE RUBLE YS altel 91 


PROGRAMS 


ED | 1239:E6 FF AS FF 9D 8@ 12 C9 62 | 14A1:F8 2E AA B8 2E 6G BBS 2E C3 

1B | 1241:67 DG 86 AS FE C9 DG BG AD | 14A9:G8 BB 2E GG BS 2E GG BS FC 

1B | 1249:GC Bl FC 91 FE A9 26 91 39 | 1481:2E GG BS 2F AA F8 GB FF 4A 
44 |1251:FC CA 18 CC 6@ AQ G4 85 AC | 1489:EG 2F AA F8 2E OG B8 2E 14 
60 | 1259:FF 9D 86 12 AD 1B D4 29 C2 | 14c1:86 BS 2E GG B8 2B GG BS 15 
E4 | 1261:3F C9 28 BGO F7 85 FE 9D 19 | 14c9:2E @@ BS 2E AA BS 2F FF 99 
46 | 1269:8A 12 AD 1B D4 45 A2 29 E8 | 14D1:F8 GA AA AG GG BG BG SC B4 
1G |1271:6F C9 GA BG F5 G9 36 AD BB | 14D9:66 BB BG GA AA AG 2F FF DB 
4B | 1279:60 4C 4C 12 4C 4C 12 64 17 | 14E1:F8 2E AA BS 2E 6G B8 2E G4 
1019:D@ AI 36 8D 1C DG AY GA 2D | 1281:64 G4 G5 G5 G6 G6 G6 G7 F4 | 14E9:90 BS 2E GG BSB 2E GG BB 3D 
1921:8D 2D DO 69 G6 GG GO FF 73 | 1289:67 27 77 EF 3F B7 @7 7E 4E | 14F1:2E 6G B8 2E AA B8 2F FF Cl 
1029:2@ F7 11 26 4E 11 AD GA 97 |1291:CF 47 97 GG GB GO GB GG 62 | 14F9:F8 GA AA BB BG BG BS BB 73 
1631:DC CD 49 11 98 63 4C 1A BG | 1299:60 GG GG G2 AA 8G GA FF 49 | 15G1:96 BS BB GB BS BB BB BSB D7 
1039:GF AD 28 16 FG 19 AD GB 99 | 12A1:AG OB FF E@ 2F AA F8 2E 2B | 1569:60 G8 BS 2A AA BS 2F FF 83 
1041:DC 29 16 DG 12 CE 28 16 55 | 12A9:82 BS 2E @6 BB 2E G@ BS 3A | 1511:F8 GA AA AG BB BG BG 1C BS 
1049:D@ @5 AQ GC 8D 26 DG 26 B7 | 12B1:2E OG BS 2E GG BS 2E GB 26 | 1519:09 GG GB GB BB BB BB GB 43 
1051:4E 11 A9 8G 8D 67 D4 AD F9 | 12B9:B8 2E OG BS 2E GG BS 2E 62 | 1521:98 GB BB BB GB BB BB BC 57 
1059:1F D@ 29 G1 FG CA AO G4 7C | 12C1:66 BB 2E BG BS 2E 82 BB 16 1529:98 G8 GC BB BB BC BB BG G5 
1061:85 FD A9 6G 85 FC AD 61 75 12C9:2F AA F8 GB FF E@ GA FF 97 1531:6C @@ GO 7F 88 66 7F 86 DC 
1069:DG E9 31 4A 4A 4A F@ GF AZ | 12D1:AG G2 AA 8G BB GG GB CC FO | 1539:98 GC BB GB GC BG BB BC D2 
1071:AA AS FC 18 69 28 85 FC 65 | 12D9:66 68 G6 GB 2A GB GB 2E 7D | 1541:00 BB GC BB BB BB BB BB EC 
1079:98 62 E6 FD CA D@ F4 AD 56 | 12E1:66 9G 2E GB GB 2E GG BB 84 | 1549:G0 BG GO FF FF FF FF FF 73 
1081:1¢6 D@ 29 G1 D@ 18 AD GB 55 | 12E9:2E GG GG 2E BG GG 2E GG 64 | 1551:FF FF FF FF 08 66 88 BA 36 
1089:D@ 4A 4A 4A 38 E9 G3 4C 4E | 12F1:06 2E G6 GG 2E GG GG 2E 41 | 1559:98 BB GB GB GB GB BB BB 83 
1691:A8 10 AD GG DO 4A 4A 4A 4E | 12F9:06 GB 2E GB GB 2E GB GB IC | 1561:48 BB GB GG GB BB GB BB 8B 
1699:38 E9 G3 4C A8 16 AD G6 56 | 1361:2E GG GG 2E GB BG 2E BB 7D | 1569:G6 GB BB 18 GB BB 3C BB 8D 
1GA1:D6 4A 4A 4A 18 69 1D 18 63 | 1369:66 2E GG GG 2E BG GG 2E SA | 1571:60 FF 6G G1 AS 86 G3 FF EG 
16A9:65 FC 85 FC 96 G62 E6 FD 94 | 1311:66 G6 2A 66 36 GG BB 7C FB | 1579:CG 3F FF FC 11 C3 88 3F 8B 
1@B1:A2 63 AG 64 Bl FC CD 45 9A 1319:66 6G @@ 2A AA AS 2F FF 38 1581:FF FC 68 G8 GB GG BB GB EA 
10B9:11 FO 6F C9 28 DG 14 88 1E 1321:F8 2F FF F8 2E AA B8 2E DA 1589:66 68 86 GB GB BB BB BB B3 
10C1:16 F2 A5 FC 18 69 28 85 67 | 1329:460 BS 2A 66 B8 BG GB BB 41 | 1591:66 GB GB BB GB BB BB 5B BC 
10C9:FC 98 62 E6 FD CA D@ E2 DA | 1331:66 GG BB BG 3G BB BB BB 51 | 1599:6G GB GB BB GB GB BB GB C3 
1@D1:4C 41 11 A9 26 91 FC A9 16 | 1339:B8 2A AA B8 2F FF F8 2E CO | 15A1:60 GO GG GB BO GB GB GB CB 
16D9:60 8D 27 D@ AY 81 8D G4 Cl 1341:AA A8 2E GG 36 2E GG GO 65 15A9:06 GG GB GB GB GB GB GB D3 
18E1:D4 EE 21 D@ 26 F7 11 26 7C | 1349:2E 66 GO 2E AA A8 2F FF BF | 15B1:68 66 GB GG GB GB GB FF DB 
10E9:F7 11 20 F7 11 26 44 ES 45 | 1351:F8 2A AA A8 BG BG BG C4 23 | 15B9:00 GO FF GO SF FF F5 @@ CA 
16F1:20 Dl 69 CE 21 D@ CE 4A D8 1359:08 6G @@ AA AA A8 BF FF Al 15C1:60 GG G8 82 26 GB GB GB 16 
106F9:11 AD 4A 11 69 8@ 8D FE CC 1361:F8 BF FF F8 BA AA B8 A8 LE 15C9:9G G8 GB GB GB BB BB GB F3 
1101:07 A9 G6 8D 17 DG AY G8 41 | 1369:96 BS GB BB BB GB GB BS 3C | 15D1:466 GB BB BG BB BB BB SC 58 
1169:8D 1D D@ AY 76 8D 1C DG ED 1371:66 60 B8 GG AA B8 GG BF A6 15D9:08 GG GG GB GB GB GB BB G4 
1111:A9 FF 8D 28 16 A9 G66 8D FC 1379:F8 68 AA B8 86 BB BS BO 6E 15E1:66 GG GB GG BB BB BB GB BC 
1119:20 D@ AOI G5 8D 27 DG AY 59 | 1381:68 BB BG GG BS AB BO BB F6 | 15E9:96 GO GG 3F CO OG 7F EG ED 
1121:86 8D @4 D4 EE 46 11 4C B3 1389:BA AA B8 BF FF F8 BF FF 2E 15F1:08 FG FO O61 EG 76 G1 CB 12 
1129:41 11 A9 20 91 FC AQ 11 4C 1391:F8 AA AA A8 8G BB 8G BC 7B 15F9:36 G1 CO 34 BG BB 76 BB 78 
1131:8D 64 D4 A9 16 8D G4 D4 E3 1399:60 G8 66 GB BA 8G 2A BB 71 16061:GF EG 80 GF CO GB BC GO FB 
1139:CE 46 11 A2 62 26 A7 GF 8F | 13A1:80 2E GB 86 2E OB 86 2E C9 | 1669:08 BC BG BB BC BB BB BG 98 
1141:AD 16 DO 60 36 65 G5 GG FD | 13A9:6B 86 2E OB 89 2E OB 86 3F GC G8 E8 56 
1149:62 GA 8G GI G2 AD GB DC A2 | 13B1:2E GB 8G 2E BB 86 2E AB 87 GB GG GB 45 
1151:29 GF C9 GF DG GF AD BG GBC | 13B9:A8 2F FF F8 2A AB AS GO EG | 1621:60 0G GG EG 2E 
1159:8D @8 D4 8D 07 D4 AD 21 BF | 13C1:6B 86 64 GB 86 GB GB 8G DB | 1629:EG GB 71 CB GB 3B 80 BG ED 
1161:D6 8D 28 DG 66 AD @@ DC F7 13C9:68 GB 86 68 GB 88 GB BB 28 06 GE 66 ED 
1169:4A B@ G3 26 8B 11 4A BG 25 13D1:86 66 GA 86 GG GB GB C4 46 86 66 71 7A 
1171:63 26 9C 11 4A BO G3 26 FC 13D9:08 6G G6 GA AA AS 2F FF F6 06 O60 GO F7 
1179:AD 11 4A B@ 63 26 D2 11 5A 13E1:F8 2E AA A8 2E G8 GG 2E 8F FF FF FF 75 
1181:EE 28 D@ AI 16 8D G8 D4 75 | 13E9:96 GG 2E GG GB 2E GG GG 8E |1651:FF FF FF FF @@ GG GO BA 38 
1189:66 @@ AE G1 D@ CA CA EG EY 13F1:2E AA A8 2F FF F8 2A AA C4 o 


1191:32 BO G1 60 8E G1 DO BE C7 | 13F9:B8 8G BG BB GB GB BB GB 79 

1199:63 DO 60 AE G1 DG EB EB GE | 1461:06 BS GG GG BS 2A GO BB 7E TYPING AIDS 
11A1:E8 E9 90 G1 60 8E G1 DG EG | 1409:2E GG BS 2E AA BS 2F FF DB j 

11A9:8E 63 DO 60 A8 AE GO DG C4 | 1411:F8 2A AA AG BG BG BB C4 64 MLX, the machine language entry pro- 


11B1:D@ G8 AD 16 DG 29 FC 8D A7 | 1419:00 OG GG GA AA AB 2F FF 38 gram for the 64 and 128, and The Auto- 
11B9:16 D@ CA CA EG 18 96 G8 AE |1421:F8 2E AA AB 2E GB GG 2E DG || matic Proofreaderare utilities that help 
11C1:8E 89 DG 8E G2 DG 98 6G 13 | 1429:00 GG 2E GB GB 2E GB OB CF || youtype in Gazette programs without 
11C9:AD 16 DG 29 63 DG Fl 98 4B | 1431:2E G@ GG 2E GB GO 2E GB AF making mistakes, These labor-saving utili- 
11D1:60 A8 AE GG DG EB EB DG FG | 1439:00 2E AA AG 2F FF F8 26 ES || Gich Gazette Disk and printed 
11D9:48 AD 16 DG G9 G3 8D 1G F9 |1441:AA BS 2E GG BS 2E Gd BB EQ || Hesareoncach’ g p 
11E1:D0 £0 41 BG G8 BE GO DG 23 | 1449:2e GB BS 2E AA BB 2F FF 19 | | inissuesof Gazette through June 1990. 
11E9:8E G2 DG 98 60 AD 10 DG 22 |1451:F8 GA AA AG GG GG GB BC 94 Ifyou don’t have access to a back is- 
11F1:29 63 FG Fl 98 6@ AD 12 5A | 1459:66 OG GG 2A AA A8 2F FF 7A sue or to one of our disks, write and we'll 
11F9:D8 C9 6G DG F9 AD 11 DG 7D | 1461:F8 2A AA BS GB GB BS BB E2 send you free copies of both of these 
1261:36 F4 AD 11 D@ 29 67 C9 44 | 1469:00 BB GG GG BS GO G2 FB 82 handy utilities. We'll also include instruc- 
1209:67 FG GC EE 11 DO AD 11 95 | 1471:00 62 EG as 9B EG GB GB 1D || tions on howto type in Gazette programs. 
1211:D@ 2D 48 11 DG EC 60 A2 AG | 1479:80 OG 2F 86 GG 2E GG BB 88 : 

1219:09 AG GG AI 90 8D 11 DG 32 | 1481:BE Gd OG BB GG G2 FB GO BE Please enclos: 8 eet sad ee ears 
1221:BD 8G 12 85 FD 85 FF BD A2 | 1489:62 E@ 6G GB EG GG OB 88 39 Re yping Aids, 
1229:8A 12 85 FC 85 FE 18 69 59 |1491:00 GA 86 G8 GG GG Ga ic 68 | | PUTE’sGazette, 324 West Wendover Av- 
1231:28 85 FE 9D 8A 12 96 G2 44 | 1499:06 GG GG GA AA AG 2F FF 98 enue, Greensboro, North Carolina 27408. 


AY TE AA BC Ca COMPUTE G39 


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How to Type In 


COMPUTE’s Gazette Programs 


Each month, Gazette publishes pro- 
grams for the Commodore 128 and 64, 
Each program is clearly marked by title 
and version. Be sure to type in the 
correct version for your machine, All 64 
programs run on the 128 in 64 mode, Be 
sure to read the instructions in the cor- 
responding article, This can save time 
and eliminate any questions which 
might arise after you begin typing. 

We regularly publish two pro- 
grams designed to make typing easier: 
The Automatic Proofreader, for BASIC 
programs, and MLX, for entering ma- 
chine language programs. 

When entering a BASIC program, 
be especially careful with DATA state- 
ments, as they are extremely sensitive 
to errors. A mistyped number in a 
DATA statement can cause your ma- 
chine to “lock up” (you'll have no con- 
trol over the computer). If this happens, 
the only recourse is to turn your com- 
puter off and then on, erasing what was 
in memory. This could cause you to lose 
valuable data, so be sure to save a pro- 
gram before you run it. If your computer 
crashes, you can always reload the pro- 
gram and look for the error. 


When You Reat: Press: See: 
{CLR} (suit | { CLRIHOME i 
{HOME} CLRIHOME | | 
{uP} suirr|{f crsr | | [7 
{DOWN} tcrsr | | 
{LEFT} SHIFT | |—CRSR —| | 
{RIGHT} [—cRsR— i | 
{RVS} ferrt|{ 9 
{OFF} CTRL 0 be] 
{BLK} cre |{ 1 iat 
{WHT} cmt] [2 | | 
{RED} [cre |{ 3 fal 
{CYN} crri|{ 4 EB 


G40 COMPUTE DE Ne) 


Special Characters 

Most of the programs listed in each 
issue contain special control characters. 
To facilitate typing in any programs 
from Gazette, use the following listing 
conventions, 

The most common type of control 
characters in our listings appear as 
words within braces: {DOWN} means 
to press the cursor-down key; {5 
SPACES} means to press the space bar 
five times, 

To indicate that a key should be 
shifted (hold down the Shift key while 
pressing another key), the character is 
underlined. For example, A means hold 
down the Shift key and press A. You 
may see strange characters on your 
screen, but that’s to be expected. If you 
find a number followed by an under- 
lined key enclosed in braces (for ex- 
ample, {8 A}), type the key as many 
times as indicated (in our example, en- 
ter eight shifted A’s). 

If a key is enclosed in special 
brackets, & 4}, hold down the Commo- 
dore key (at the lower left corner of the 
keyboard) and press the indicated 
character. 


Rarely, you'll see a single letter of 
the alphabet enclosed in braces, This 
can be entered on the Commodore 64 
by pressing the Ctrl key while typing 
the letter in braces. For example, {A} 
means to press Ctrl-A. 


The Quote Mode 

You can move the cursor around the 
screen with the Crsr keys, but you may 
want to move it under program control, 
as in examples like {LEFT} and 
{HOME} in the listings. The.only way 
the computer can tell the difference be- 
tween direct and programmed cursor 
control is the quote mode. 

Once you press the quote key, 
you're in quote mode, which can be 
confusing if you mistype a character 
and cursor left to change it. You'll see a 
graphics symbol for cursor left. Use the 
delete key to back up and edit the line. 
Type another quotation mark to get out 
of quote mode. If things get too confus- 
ing, exit quote mode by pressing Re- 
turn; then cursor up to the mistyped 
line and fix it. If the mistake involves 
cursor movement, you must press the 
quote key to reenter quote mode. @ 


When You Read: Press: See: | When You Read: Press: See: 
cum Com]: € 
corny [REE] t = ae 
{BLU} CTRL 
{YEL} STN HD | For commodore 64 Only 
(mt) C2] Mi) gig — (eevorovone) 3) 
(F2} C7] E24 [commopore| | 2 | [iy 
(B3} [es] gag [coMMoDORE| | 3 | (gW 
(Mt) fr]te] MB] gua [commopore] | + | Fi] 
{ 5} Ls ] oy EsJ COMMODORE EE 
{ Fo} [sar] [5 _] "| ae] commopore||¢| fj] 
{ F7} [7] i k 7 J COMMODORE | 7 le 
{ FB} [sur] [7 | | EsJ {comMoporE| | 8| ae 

——————) 

991